The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.
The French Coureur des Bois are stronger than any other settlers in the game. This means the French don’t have to advance Age as quickly since you’re not as vulnerable to an enemy rush, especially if you’ve sent the Home City shipment Pioneers (settler hit points increased by 65%). However advancing Age as quickly as possible with the French does provide many strategic options for your middle and late game.
After gathering the starting resource crates, task all Coureur des Bois units to hunt the nearest wildlife. Select the Town Centre and train a constant stream of new Coureurs. The first Coureur that emerges constructs a House; use subsequent Coureurs to join your hunters in gathering food.
You should be able to advance to the Colonial Age on Coureur number 14 or 15. Monitor your food, and as soon as you have 750, send 10 to 12 Coureurs to gather wood. The Home City shipments 2 Coureurs and 3 Coureurs will help you advance as quickly as possible.
Your selection of Colonial Age politician can determine you next course of action. If you want to boom your economy, advance to the Colonial Age with 4 cows. Construct a Market and a House while waiting to reach the Colonial Age. Research the economic upgrades and construct a Livestock Pen and/or a Dock to focus on your economy. Consider the following Home City cards for this option: 4 Coureurs, Pioneers, 10 Sheep, Frontier Defences (ships 2 Outposts), and Colonial Militia (increases Town Centre attack 50% and can call Minutemen a second time).
If your rushing, advance to Colonial Age with 400 wood. Construct 2 Houses and a Barracks as soon as possible and train Musketeers. If your on a map with a nearby Native American settlement, build only 1 House and a Trading Post at the settlement, and make Native warriors. Select Home City shipments that send troops (8 Crossbowmen and 3 Hussars) and Team: Improved Native American Warriors (increases Native warrior attack and hitpoints by 10%).
If your trying to defend against a rush, advance to Colonial Age with 400 wood. Construct 2 Houses and a barracks as soon as possible and train Crossbowmen and Musketeers. Use the Coureur des Bois troops to aid in town defence. If your opponent focuses its attack on a Coureur des Bois, garrison the unit inside the Town Centre - you don’t want to lose any! Select the Home City shipments that send troops, Pioneers, Frontier Defences, and Colonial Militia.
The Iroquois are the most well balanced of the three Native civilisations and play more like an Old World country. Their longstanding interactions with Europeans gave them access to better technology as seen in their access to the Siege Workshop.
Iroquois can train Artillery, which is unusual for a Native civilisations. Their very effective siege units (Rams, Mantlets, and Light Cannons) are all fully upgradeable.
Iroquois siege armies composed of the previously mentioned units are devastating against enemy buildings, but they must be fully supported by other unit types to counter whatever the enemy throws at you in an effort to eliminate your siege teams.
Iroquois fight well at a range; you may have to micromanage your armies to keep them from getting into full contact melee battles against tougher enemy hand units. Move your ranged squads back and forth out of range of enemy hand attacks to keep them from being overmatched by stronger units.
Aenna Bowmen are the best units to use in the early game because they’re cheap and have good attack damage bonuses against Heavy Infantry, Light Cavalry, and Eagle Knights (as these units are likely to be the most common in enemy rushes).
Iroquois big - button upgrades provide incredible amounts of resources if saved until late game. Use these to gain a massive advantage if stuck in a late - game stalemate.
As a predominantly hunter - gatherer society the Sioux don’t have need of Houses. It’s an incredible bonus to have immediate availability of your full 200 population capacity. In early games, devote your gathered resources into getting to Age II and establishing your Cavalry.
Always erect Teepees around the village perimeter to bolster the hit points of defending units. They are also useful near resource - gathering locations and Outposts that they are key to defending an area.
With such limited access to buildings, focus the Sioux on developing the military (especially Cavalry), and on resource - gathering improvements.
There is no Sioux Artillery, so you must use Axe Riders, Dog Soldiers, and War Clubs to compose siege armies. Train large siege armies, because you must rely on sheer numbers, as Sioux units lack significant siege attacks against buildings.
The Sioux excel at hit - and - run attacks against gatherers and military units. Use the concerted efforts of all units when attacking buildings, to completely raze a city.
Sioux big - button improvements provide military performance upgrades and most should be purchased early in the game.
Resort to raiding tactics often to avoid full - out battles, especially against civilizations that have Pikemen or similar counter - Cavalry units.
Rifle Riders are the best counter - Artillery units available; use them to easily dismantle enemy Artillery battalions. They are also just as effective against Ships and can easily protect your shorelines from attempted landings or offshore Fishing Boats.
British Longbowmen have the longest range of any Infantry attack. When upgraded to higher skill levels, they are extremely efficient at eliminating enemy Infantry and even more so against Light Cavalry.
British Rockets are powerful Artillery units that can level a town’s defences quickly when attacking en masse. Train them at Factories and use them in groups against Infantry for full effect. They do three times as much damage against Ships, so they can also be used to defend a coastline.
The British economy may start slowly, but once built up at higher ages, the British are a force to be reckoned with, in both military and economically.
Remember that each Manor House built trains a Settler, who can be tasked to gather resources.
Manor Houses are slightly more expensive than housing in other civilisations, but the extra Settlers a nice bonus unique to the British.
The British are very well rounded, easy to play with and have an incredible economy to rely on.
It is important to focus on the Wood industry in particular in the early game, but later in the game Food and Coin are just as important for Imperial Age improvements.
Later in the game, when the Brits can have two Factories producing resources, they can cut back on Settler population and replace Settlers with added military units.
Focus on hunting for Food immediately and age up as quickly as possible to train Musketeers to hold off enemy rushes.
The Aztecs are a formidable military civilization with a strong bias toward Infantry. Get to know the differences between all the units and use them appropriately to avoid leading them into a slaughter.
They have access to most of their units earlier in the game, so their rush strategy can be quite overwhelming.
They can have many more Infantry military units than most civilisations because each Infantry counts as one population. Massive Aztec armies swarming through and overrunning cities are not unheard of.
Aztec siege armies should be made up of Arrow Knights, Puma Spearmen, Jaguar Knights, and Skull Knights when available.
Arrow Knights have a long range; you can siege hard targets from a distance with these, and because they are armoured they can resist attacks from Outposts and the like.
Use Skull Knights, Puma Spearmen, and Eagle Knights to slaughter enemy Cavalry.
The Aztec economy is quite strong and well balanced, and vastly upgradeable with many resource-based Home City shipments.
Aztec have all their buildings by Age III. Use this to your advantage and start bolstering the economy quickly so you can afford improvements.
Tlaloc Canoes are excellent against buildings but they lack defences against cannon fire. Keep them away from Warships, Forts, fortified Towers, and enemy Artillery.
Aztec big-button improvements become much more dangerous as the game progresses. Save them until late game to amass a ruthless army quickly and overrun your opponents. The number of warriors supplied by most of these improvements depends on how long the game has been played, which can result in a staggering amount of Aztec units on the battlefield. Just seeing the dizzying numbers in some Aztec armies is enough to make weaker opponents quit outright.