Discovery Age# 4 villagers to wood, 1 villager to crates & rest villagers to food;
# keep spawning villagers till you end your match; (villager cost wood)
1st card: [You must be registered and logged in to see this image.]:
Reasoning: Wood Tickle of 1.25 p/s.
# All the new coming villagers to food till 600 food;
# Balance the new coming villagers with in food and gold accordingly:
(1) 4:1 if making Sepoys;
(2) 3:2 if making Gurkhas;
(3) 3:2 if making Gurkha + Zamburak + Sawor; (Only with good eco)
(4) 3:2 if making Sepoy + Gurkha + Sawor. (Only with good eco)
[You must be registered and logged in to see this image.] Colonial Age -
AGRA / TOWER OF VICTORY / TAJ-MAHAL# move 3 villagers at forward base on 600 food to make
AGRA (prefered)# Wonders suitable for colonial age:
(1)
AGRA - A Mighty fort with 2 sepoys with an early base and map control;
(2)
TOWER OF VICTORY - 400 Wood to stabilize your early base plus a short time attack increase ability for all your units;
(3)
TAJ-MAHAL - 500 Gold for early fast fortress plus a short time cease fire.
# As soon as you move to colonial, make the 4 wood villagers to 6 till match ends; (move 2 more villagers to wood)
2nd card: [You must be registered and logged in to see this image.] Reasoning: 5 Sepoys creates an early pressure, and gives you time to stabilize your eco.
# Attack with 5 sepoys + 2 sepoys (agra wonder) + 5 sepoys card = Total 12 Sepoys + 2 mahouts Explorers.
OR
# Attack with 5 Gurkhas + 2 sepoys (agra wonder) + 5 sepoys card = Total 12 units + 2 mahouts Explorers.
3rd card: [You must be registered and logged in to see this image.] Reasoning: Wood Tickle of 2.25 p/s, with the help of this you can have bulk of
wood so that you can make trade posts, consulate, another barrack /
stable, market and many more to boost your eco as well as army.
# Keep improving market upgrades;
# Keep making your army in bulk and variety (very important):
- (making Gurkha + Zamburak + Sawor) - (Sepoy + Gurkha + Sawor)4th card: [You must be registered and logged in to see this image.] Reasoning: 600 Gold card is must for aging to the next Age, should not be used to make army.
[You must be registered and logged in to see this image.] Fortress Age -
AGRA / CHAR-MINAR / TOWER OF VICTORY / TAJ-MAHAL# Wonders suitable for fortress age:
(1)
CHAR-MINAR - A Mahout Lancer plus an ability to all kind of unit Heroes with an attack boost.
(Preferred)(2)
AGRA - A Mighty fort with 6 gurkhas with a base and map control;
(3)
TOWER OF VICTORY - 800 Wood to stabilize base plus a short time attack increase ability for all your units;
(4)
TAJ-MAHAL - 900 Gold for instant gold and age up plus a short time of cease fire.
# Make the 6 villagers to 10 villager to wood till end; (move 4 more villager to wood)
# Make the 3 town centers as soon as possible (ASAP);
# Keep on making the farms and maintain the ration as discussed earlier accordingly;
5th card: [You must be registered and logged in to see this image.] Reasoning: 15% Increase of hit-points of the elephants makes them deadly for the next age units.
# Make the 10 villagers to 15 villagers to wood till you make Mahout lancers;
# Make the Food and Gold ratio to 3:4 if making Howdahs / Siege Elephants;
# Don't forget to add some siege Elephants (2-3) at late Fortress or even thereafter;
# Add some white tigers tamed from Mahout Explorers. enabled from the temple (good against the Artillery/Dragoons/Ruyters);
# Use the Sacred Fields with cows to increase the rate of XP gatherings to get the free cards instant.