jerome
jerome

Supremacy
Natives
1vs1
Rush
Timing

Native rush with no trade route

0/0
Franzosen

Combine the possibility of building TPs in age one with the shipment native treaties to create a powerful and very early timing. Unlike the Ancien Régime 12/10, this BO does not require a trade route. The build has 3 main variants :

  1. A late colonial timing with wood units
  2. An early rush with wood units
  3. A late colonial timing with coin units

The deck presented above is for the variant 1 of the build. How to modify the deck for other variants is at the bottom of the guide.

Game plan :

Get your market upgrades very early, then ally with two natives with good synergies to be able to produce a large army quickly in age 2.

Age I :

14/20 market opening. Priority on coin and wood treasures until the market, hunting dogs, and the house are all completed. Then focus on food.

Check the natives on the map with your scout QUICLY. On some map, the configuration of natives may be inadequate and you will have to switch to another deck to do a conventional semi-ff. You need to know if you have the right natives before you earn your first shipment.

Age up with the quartermaster with variants 1 and 2. Age up with the governor with variant 3. Capture one native TPs with your native scout and another with your explorer as you click the age up.

Transition :

Set most of your cdbs on wood and keep 3/4 on food for herding. As soon as you have 100f and 100w banked, start building the TP on the native site captured by the scout. As soon as you have 100f and 100w banked again, start building the TP on the other site with the explorer. If you macro correctly, this will ensure that both TPs are up the moment you reach age 2. What you do next depends on the build you are going for :

  • Variant 1 : Chop wood for a house, then collect 125 wood+coin for steel traps. Queue one cdb. Get all vils back on food.
  • Variant 2 : Collect enough wood to start producing one unit from each native tp then put most cdb back to food.
  • Variant 3 : Collect an extra 225 wood and 125 for a house (build it now) and steel traps then all but 2 cdb back to food.

Age II :

  1. Variant 1 : Ship 700w, research steel traps, collect the crates, build a house and train units from both TPs. New cdb on wood. It is ok if you do not finish batches at this stage. When the 700w arrive, train full batches from both native sites. Next shipment is either 4cdb, 700f or 600w. What you ship depends on how tilted toward food/wood the units are. House of Phanar is very food hungry, while Zapotec are very wood hungry. Push if you see an opening. If not, ship Native treaties as your 4th shipment to "overpop" your natives, then push.
  2. Variant 2 : Ship native treaties immediately. Train units from your native allies to react to the military building constructed by your opponent. Harass relentlessly. You want to follow with 700w for more units and/or some economic infrastructure.
  3. Variant 3 : Ship 700c, collect the crates. Train units from one TPs. It will be hard to complete batches, but your eco is in an excellent shape. Your 3rd shipment will either 600c, 700f or 4cdb depending on the resource intensity of your units. Your 4th shipment will be native treaties to overpop like in variant 1.

Followup :

Considering you will soon hit a cap with your natives, you need to acquire the siege to deal a killing blow. The simplest was to do is age up and ship the 2 falconets. If your opponent beat you to it, you can leap to age 4 and ship blood brothers or the two heavies.

Deck variants :

For variant 3 replace the 600w crate with the 600c coin one. For a water map replace the "W" cards with 2 caravels, and 1 frigate shipments.

Which maps are suitable for this build order ?

Dakota, Horn, and Pyrénées are some of the best maps for this build. The natives are good, have good synergies and consistent. Below is a table summarising the maps where doing this build is possible.

Map name Fixed or random natives ? Variants possible to execute Notes
Bohemia Random 1, 2, and 3 Variants 1 and 2 only with Wittelsbach+Jagellon. Variant 3 only with Wettin+Habsburg. Abandon the build if you see any other combo
California Fixed 1 and 2 Klamath are poor skirmishers
Carpathians Random 1 and 2 If you spot a Wettin settlement, abandon the build
Cascade Range Fixed 1 and 2 Klamath are poor skirmishers
Courland Random 1 and 2 Abandon the build if you spot an Oldenburg settlement
Dakota Fixed 1 and 2
Dnieper Basin Random 1 and 2 Only possible if you have Jagellon+Phanar/Vasa
Horn Fixed 1 and 2
Lake Victoria Fixed 1 and 2 Build is altered as you have starting fishing boats
Lithuania Random 1 and 2 Abandon the build if you spot an Oldenburg settlement
Mexico Random 1 and 2 Abandon the build if you spot an Apache settlement
Niger Delta Fixed 3 The position of the settlements is meh
Northwest Territory Random 1 and 2 You need one Nootka settlement to pull the build off
Panama Fixed 1 and 2
Pripet Marshes Random 1 and 2 Abandon the build if you spot an Oldenburg settlement
Pyrénées Fixed 3
Rhine Random 3 Only possible if you have Hanover+Bourbon/Habsburg
Rockies Random 1 and 2 You need one Cheyenne settlement to pull the build off
Sahel Random 3 Only possible if you have Akan+Yoruba
Savanna Fixed 3
Saxony Random 3 Only possible if you have Wettin+Hanover
Spain Fixed 3
Vistula Basin Random 1 and 2 Abandon the build if you spot a Wettin settlement

Comments (0)