Economic FI into Brasil

Portugueses
Considered toxic by many in the community, this strategy aims at reaching age 4, ship the two factories and the two TCs before revolting to brazil for an easy reboom hidden behind waves of volontarios.
The beginning of the build order depends on the treasures in base and what you feel your opponent is doing. Feitorias will be your 1st shipment regardless of the path taken. Once you are in age 3, all BOs converge.
Age I openings
Openers depend on the treasures in base and the map :
- If big coin treasures : 14/20 market (can be easily become 13/20 with a food treasure). Age with the quarter master.
- If big wood treasure on a TP map : 14/20 Tp opener. Age with the philosopher prince.
- If big food treasure on a TP map: 10/10. Age with the philosopher prince.
- If none of the above : 13/20 house :( Age with the philosopher prince.
Transition + Age II
Path 1 :
Transition : sell food for coin to get 300 coin (you will likely get ~315 it's ok). Queue 3 vils.
Age 2 : Gather the wood crates with 2 villagers. Build TP+church (greed) OR church + military building (turtle) with the wood. Ship 700c and age up with the exiled prince (faster age up) around 5'50".
Path 2 :
Transition : Chop 150 wood and mine 50 coins (split your villagers 67%/33% wood/coin). Research hunting dogs. Put all villagers back to food. Queue 2 villagers. Sell excess food to get 300 coins.
In age 2 : Ship 700 coins. Collect 1200 food and 1000 coins and age up with the exiled prince (faster age up).
In transition to age 3 build a church.
Path 3 :
Chop 100 wood for a house then 290 coins then all settlers back to food. Queue 2 villagers.
In age 2 : Ship 700 coins. Collect 1200 food and 1000 coins and age up with the exiled prince (faster age up).
Path 4 :
Chop 100 wood for a TP then 290 coins then all settlers back to food. Queue 2 villagers.
In age 2 : Ship 700 coins. Collect 1200 food and 1000 coins and age up with the exiled prince (faster age up).
In transition to age 3 build a market and research hunting dogs.
Transition + Age III
You should have a shipment available as you transition to age 3. What you will send depends on what the enemy is doing.
Path 2 : you can send an age 2 shipment without slowing down the timing of the fort to fend off a colonial timing.
- Early Age 3 timing ? Mine 300 coins and ship 3 organ guns ASAP. Cover them with villagers, explorer, and minutemen. This will heavily delay the build.
- Age 2 timing ? Ship colonial militia and gather for the batches of minutemen.
- Want a safe option ? Ship the fort. Once built it will block any sort of colonial timing and punish harass.
- Want to greed ? Ship 100f and train settlers from all your TCs. You will need to build a house as you will get pop capped soon. This will improve the initial revolt push.
Your 2nd age 3 shipment should be 1k coin to ageup. Always pick the tycoon.
Transition + Age IV
Path 2 : if you didn't send a 2nd shipment in age 2, send one of the shipments marked by "X" in transition to age 4.
Gather 500 coin and build a church. Keep training settlers. You can macro for minutemen if you feel an attack is coming.
In age 4 collect the 1000 coins fast and research mercantilism at the church. You can now ship your two factories. Macro for a revolt with your villagers. Factories can be put on wood to help them. Your 3rd age 4 shipment will depend on what your opponent is doing. 
Revolt time
It's fighting time. Firstly, put your factories to heavy canon production if not already. What you do depends on how things are going with your push. 
- If your enemy is pinned in his base, ship more TCs. 
- If you feel you are taking a bad trade, temporise and ship military units. Repeat until your factories finish building the heavy canons. 
Then it's time to reboom. Research placer mine with the resources from feitorias. Ship Minas Gerais and switch your factories to coin. Produce citizens out of all your TCs and send them to your safe mines. Once you have 20 citizens (active+queued at TC) you can resume heavy canon production. New citizens can be macro'ed to produce military units. It is usually a good moment to ship Guard of honour to get good dragoons. Ship Brazilian importers before you run out of natural resources.
Reminder : Your game plan with Brazil is to grind your enemy to dust. You are not Chile/Peru/Hungary where everything is gained or lost in one big push. (Re)Build up an economic lead while forcing the other side to deal with waves after waves of volontarios.
Why different openings ?
Each opener has its own advantages and drawbacks summarised below :
Opening | Advantages | Weaknesses |
---|---|---|
#1 - 14/20 market | Best economy in the early game. Easy to pivot to semi FF if needed. | Is the slowest to reach age 3. If you greed in age 2, defending in transition is awkward. Delayed shipment curve if you do not greed. |
#2 - 14/20 TP | Possibility to defend in age 2 with a military shipment. Possibility to pivot to an early revolt like peru or indonesia. | Slowest age 2 of all openings. Impossible to pivot to semi FF. |
#3 - 10/10 TP | You reach age 2 and age 3 the fastest. You can take map control more safely. Function better in maps with many food treasures and/or livestock. | Horrible economy. Need to do a mini boom in age 3 to catch up. Slowest to reach age 4. |
#4 - 13/20 house | Second fastest to age 2 and 3. Does not require specific treasures. | Mediocre economy. Delayed shipment curve. |
Variants :
- Revolt to Peru instead of Brazil. Ship 2 heavies instead of the 2 TC wagons. Factories on food. Ship peruvian legion 1st, then citizenship, then the llamas. Shift the factories to coin once citizenship is here. Only do this if you feel the enemy is pulling off a nasty combo and you can't afford to play around.
- Revolt immediately after reaching age 4. Only possible with the 2nd opening (14/20 TP). Assuming you did not send extra defensive shipments, ship 1000wood in transition to age 4? Macro for 1000 food, ship the 2 heavy canons in age 4 and revolt to indonesia or peru. You will have no eco but a much earlier tempo.