Mayan Bonuses:
Lets analyze the Mayan bonuses and see how it affects their feudal age, both on
an economic and military scale.
Civilization Bonus:
1. Start with 4 villagers but -50 food.
2. Resources last 20% longer.
3. Archers cost -10% Feudal, -20% Castle and -30% Imperial Age.
4. Starts with eagle warrior!
Team Bonus:
5. Walls cost half- price.
1. Many people believe this bonus to be ineffective, since starting out housed
it means changing the normal start-up procedure of HCCCC to H (move mouse and
click loom) CCC. However, getting a free 20 - 25 seconds (depending on how quick
you can click that loom compared to somebody pressing HC) is definitely a big
bonus when feudal attacking, allowing you either an extra villager before you
reach feudal age, or a 20 - 25 second quicker feudal time.
2. Longer lasting resources benefit the Mayan in several ways, all of which
contribute to a faster Feudal Age time. For example, combining the "free
loom" time with the longer lasting sheep, it makes sense to lure your boar
after only the first 4 sheep and store your spare sheep by your berry pickers
(that way they are far enough from the TC not to cause any sleep walking
butchers). Keeping in mind that resources last longer, you now get about 50 more
FAST food out of every boar than other civilizations, meaning that IF you have
to farm you can do so much later, or in this case, your dark age build-up is
much less intensive compared to that of china since you don't have to lure 2
boars simultaneously.
3. Cheap Archers! In Feudal age, a Mayan flusher only pays 22 wood and 40 gold
for every archer, compared to the 25 wood and 45 gold that "normal"
civilizations pay. The real saving here is GOLD, because you now need 1 less
villager on gold to keep up a steady production of archers. This almost means
that Mayan's get 2 villagers free.
4. You may wonder why I list the Eagle warrior as a "civilization
bonus", but that is because it most definitely is one, especially for
feudal rushing. The Eagle warrior's increased LOS makes scouting your home base
for natural resources easier and quicker, leaving you enough time to scout the
enemy base and surrounding area so you can strike at the most important
resources first up.
5. Why would anybody want, and more importantly, USE cheaper walls? Well in
AoKTC, walling will soon be highly popular once more, mainly because of the new
raiding units introduced to the game (Cavalry Archer, Eagle Warrior and Hussar).
The best protection you can have is, and always will be, preventing the enemy
access to your economy. Thus walling yourself in dark and feudal age is a much
higher priority than it was in AoK. This is also partly due to the new random
map types that are becoming popular, like Yucatan, Mongolia and Scandinavia
where walling is "mostly" easier than on Arabia.
Walls can also be quite effectively used to protect the base of an offensive (or
defensive) tower. Providing defense from villagers, men at arms and later on in
castle age from siege weapons. Usually the cost of a strong wall system made a
Castle look like a much better defense option, but with the Mayan team bonus
this has changed. Consider paying only 150 stone for total base defense,
compared to paying 300 stone as you normally would or 650 stone for only a
partial spot. Overall this team bonus has been overlooked and underused, and I
hope this article changes that.
Principles of Feudal Rushing:
Feudal Rushing, hated by many, implemented by even more, and mastered by but a
few. Why is flushing so popular? As explained earlier, the one who initiates
conflict usually has an advantage over the victim. The flush counts on finding
your enemy with his pants down, and then hitting him as hard as you can. An
obvious requirement for a feudal rush would be getting to feudal age quickly,
and effectively scouting the enemy surroundings, identifying key resources and
choke points. Another requirement is an economy that is able to support your
attack, and also an attack that effectively denies those scouted resources.
These are in order of priority: stone, wood, gold and food.
When defending a flush your 2 most important assets would be stone, and the
ability to build defensive towers. As a flusher you want to prevent your enemy
making use of these abilities as early as possible. Thus your very first target
would be to eliminate both his stone mines very quickly, ensuring your enemy
only has access to one tower when he hits feudal age. Your secondary object will
be to deny your enemy of wood, which he will use to build farms, a barracks,
archery ranges, blacksmith and market, produce skirmishers to counter your
archers, and also sell for gold to make men at arms or archers and stone so he
can build more towers. As you can see wood is a very important resource, so you
need to scout out all of the nearby forests for an enemy lumber camp. Sending
groups of 4+ archers to guard all these forests is a good idea, but only
feasible much later in your attack when you can afford that many units.
Usually your enemy will by now have advanced to feudal age, and proceeded to
tower up his goldpit. You still need to deny him of gold, so scout all 3 of his
gold patches aggressively, making sure you know exactly where he is mining and
what defenses he has. Remember that even 2 defensive towers are not enough to
completely protect any resource, so you should be able to find an angle where an
offensive tower of your own will cover his gold patch. Always bring archers with
your tower builders, because if your enemy has any experience he will do his
utmost to prevent that tower going up, even storm it with villagers.
Once you covered all of his key resources (stone, then wood, then gold) you can
tower his Town Center by building a tower (so that 2 farms can fit between the
TC and your tower) 7 tiles away from his Town Center. This will cover at least 3
of his farms and also provide you with an idea of where he is sending new
villagers. Create a perimeter wall around the enemy base with houses, archery
ranges, towers and any other building you make, so that you will notice the
vector of any escaping villagers. Follow these up immediately with a scout and
some archers and prevent him from setting up a fortified outpost.
By cutting of your opponent's resources you prevent him from setting up a
defence, and also, if/when he advances to castle age he will not have the wood
to make siege weapons, or the gold to make knights/eagle warriors to mount a
counter attack. So even if your opponent reaches castle age several minutes
before you, he will still be unable to do anything about the siege on his town.
Feudal rushing is actually a strategy developed to counter fast castle rushes.
It's actually quite a specialist strategy and only successful because so many
people try to go to castle age without setting up any defense. Several flush
counter strategies have been developed, and among the most effective are
specially designed to counter a flush, and have no other real purpose. These
strategies are rare however, mainly because they are weak when faced with a
quick castle, which is still a common enough strategy today.
There are many civilisations in AoKTC that have bonuses making them excellent
flush civilisations, but Mayans rise above with each and every one of their
bonuses strengthening their feudal age attack. Britons, Chinese, Aztecs,
Mongols, Huns, Koreans, Japanese, Vikings and even Celts can be effective flush
civilisations depending on the specific flush you use. For fast flushes use
Britons, Chinese, Mongols and Mayans, or for a stronger economy that equates
into a stronger but slower attack, civilisations like Aztecs, Huns, Koreans,
Japanese and Vikings do a better job. It is possible to launch a feudal
offensive with any civilisation, but the easiest flushers would definitely be a
pick among fast and simple economic civilisations such as Britons, Mongols and
Mayans. Thus, the combination of Mayan's ease of use and powerful dark and
feudal age bonuses makes them the king of the flush.
So how do I flush with Mayans?
Here is my economic buildup for a Mayan flush. Keep in mind that there are other
possibilities, but I've found this combination gives me the most villagers for
the quickest feudal age time. I build a total of 20 villagers in dark age, that
is 16 new villagers plus loom, which gives me (17 x 25s) + 130s [time to reach
feudal age] = 555s = 09:15. Because Mayans require you to loom first up you lose
about a total of 10 seconds due to game startup lag compared to 5 - 7 for other
civilisations but this balances out later. When playing on fast (as I did for
the example game) you will lose more time than usual. Once you regularly feudal
between 09:35 and 09:50 your doing well. Take note that my opponent knew what
was coming, and that he was trying out this very same guide for the first time
(don't use fast for your first try). He is doing much better now though.
Game launches:
6. HCCC and click loom ASAP. (WHAT? You can't do that your HOUSED! Actually you
can, because by the time your instructions fought through the lag and the TC is
actually creating a villager, you've already clicked the loom button. Loom takes
priority over any other current build instruction and suddenly starts right
after you get the little "you need more houses" message. Take note
that on low latency connections like DSL and higher this might not be such a
good idea, as the villager creation might start before you can drag your mouse
over to the loom button.)
7. Assign 2 villagers to build a house, and explore in different directions with
the remaining 2. Explore with the eagle warrior in a growing spiral around your
TC. Never let your eagle go idle, when flushing it needs to spend every
breathing moment on scouting. Once you found sheep, send all exploring and idle
villagers back to the TC and start on the sheep. When your house builders are
done have them join the other butchers.
8. So Villager 1 - 6 goes onto sheep, and now Villager #7 build a house near
berries. Villager 8 builds a mill next to the berries and the house builder
joins him to complete the mill. Villagers 9 and 10 also go onto berries.
9. By now you should have found your boars and you can also see if they are
within one screen distance from your TC or whether they are further. With Mayans
you must send out a villager to lure the boar a little later than you would with
normal civilisations, so Villager 11 goes onto straggler trees. (Note that if
the boar is very far from your TC it will be a better idea to send Villager 11
as the lurer and put Villager 12 on wood).
10. Villager 12 lures your first boar. Since you already researched loom don't
pause your villager creation here.
11. Villager 13 - 15 also cuts straggler trees around your TC. You should now
have 7 hunters, 4 berry gatherers and 4 woodcutters totaling 15 villagers
including loom.
12. Villager 16 lures the 2nd boar. Once again experience will teach you exactly
when to lure to get the perfect result.
13. Villager 17 builds a house and Villager 18 builds a lumber camp. (Send all
your wood villagers to complete the lumber camp, since it is your 2nd Dark age
building required to upgrade to Feudal Age. Needless to say, it is imperative
that you complete it before you complete your 20th villager, otherwise you will
waste unnecessary time before you can click the Feudal upgrade)
14. Villager 20 builds a mining camp by stone. (Even though you won't have
enough wood for it now, you will by the time it arrives at your stone mine).
15. Have your boar and berry villagers drop all their food at the TC and Mill
and Click the Feudal Upgrade! Now some intensive micro management is required.
Do the following from top to bottom:
Take 5 hunters from your boar (make sure they are all on 100% health) . Send 4
of them as forward builders towards enemy stone patch, and send the remaining
one to join your other stone miner.
Have all 4 berry gatherers join your woodcutting team. (Note that if your
berries are closer to the enemy stone mines than your TC you should send your 4
berry villagers as forwards and have the boar villagers fill their place in the
woodcutting team).
Make sure you found BOTH enemy stone mines! and if you already found them scout
his lumber camp and all of his gold patches (usually 3).
When your forward villagers arrive at the enemy stone mine, build a barracks
next to it (you should just have enough wood to build one as you arrive).
16. The moment you hit feudal age start building a tower covering your enemy's
other stone patch. If your barracks is completed you can make a spearmen to help
defend the builders. This is a critical moment, since you need to get this tower
up no matter what. Use your eagle warrior to scout the surrounding area and
defend your builders if necessary.
17. Queue new villagers at your TC, and allocate them so that you end up with 4
on stone, 6 on gold and 8 on sheep/berries. The rest goes onto wood or new farms
depending on what resources you have. Do not spend any wood until you have 2
towers and an archery range started.
18. Once you've completed the first tower, start a 2nd one covering the stone
patch, but if at all possible covering some other resource as well (preferably
the 1st stone patch. Although a barracks will scare off 90% of players, some
will be smart enough to palisade wall it, put a tower up and mine the stone
anyway).
19. As soon as you can afford it, build an archery range under the cover of your
2 towers. Once the archery is started, move 4 villagers from your lumber camp to
a nearby gold mine and build a mining camp. Go up to 6 villagers on gold ASAP
since you will be massing archers very soon. (Check that you have enough housing
space left and make additional houses as you have the wood. The only reason you
need to get 2 towers up so quickly is that they can cover each other's bases.
This way you can garrison units inside them and probably kill about 5+ villagers
before he can take a tower down, which is more than a fair trade for you).
20. Your third tower should cover his current wood pit, and you will now be able
to build towers in more daring locations since your backup archer force will be
continually growing. Build a 2nd archery range as soon as you have the wood, and
continue building archers non-stop. If he counters with skirmishers, move to
skirmisher production yourself and save your archers by garrisoning them inside
towers or retreating them slightly from the action.
21. Keep on massing archers, and building new towers. Set up a perimeter of
buildings around his base, consisting of houses, towers, archery ranges, smith,
barracks and anything else you build. Keep scouting the surrounding area for a
hidden stone/gold patch and make sure that he isn't using one of your own
patches. Also keep a constant lookout for a new lumber camp.
22. As soon as you have a steady supply of stone and gold coming in, get the
farming upgrade and start farming. Your berries will run out very shortly and
you will need extra wood to support a large farming economy.
23. From here onwards you should play it as it comes, denying the enemy stone at
all times, and eventually upgrading to Castle Age. Once you hit Castle Age, use
2 - 3 Mangonels to destroy the enemy Town Center, and use rams garrisoned with
eagles or swordsmen to take out towers. Beware of knights if your enemy is
anything but Mayans or Aztecs and post 3 spearmen by each of your towers when he
hits Castle Age.
The finer points of feudal attacking are explained in more general terms in the
previous paragraph, and should be applied to the game wherever possible.
Conclusion
Ok, so now you are ready to go out there and start some early combat! Feudal
rushing is a whole lot of fun and can be a nice change of pace in your game.
Keep in mind though that practicing a build order is one thing, but pulling of a
succesful frush is something totally different. Practice makes perfect, and even
then you will have bad games. Remember, surprise is your greatest advantage, so
don't lose it by forcing your opponent to play the Arabia map. Mongolia, Ghost
Lake and other maps offer equally good frushing opportunities and this same
build order will work for them.
Have fun, and remember, due to the highly specialised nature of this build
order, losing a villager to a boar, not finding both boars, or a forest a long
way from your TC will all have a severely negative impact on the result. This is
basically how it "should" go, but we all know that there is always
something wrong with a random map.