Finally shepherds work 25% faster which means early on you can focus less on sheep and accumulate more wood to get a wood gathering boost. * Briton Archery Ranges work 20% faster, Archers are fully upgradable with +1 range in Castle age and +2 range in Imperial age. They're also a gold intensive civilization which means any gold you can save early on will be important in the later stages of the game. * Turks get free upgrades to their cavalry line which makes conservative scout rushes (conservative in that you aim to preserve your scouts rather than sacrifice them) lucrative. So obviously a scout rush isn't viable, but an eagle rush is - the major difference here is that scouts are a trash unit that's heavy on food and eagles cost a fair amount of gold and food and the fact eagle rushing requires only a barracks which is a building you're supposed to have already. ![]() * The native American civs (Maya, Inca, Aztecs) don't get cavalry at all, but they do get eagle scouts. Does your civ have any advantages or disadvantages that make one strategy more or less viable? ![]() You should pick the type you go with based on several factors, among them:ฤก. ![]() There are several major types of feudal rushing, so each has its own requirements and therefore its own build orders. Originally posted by GrizzGolf:Any good tips on learning how to flush?
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