America "Wild West" Opening
Posted: 15 Apr 2021, 20:29
Howdy!
This has been my USA start with Outlaws:
Deck:
https://media.discordapp.net/attachment ... height=588
Basic Idea: Strong Gold start with capitalism, bank, and meeting house trickle. Some more techs, cree techs, and shipments lets us have a strong military. Strong enough eco and later Irish immigrants come in to seal the deal. Should win in age 2 or pivot in age 3 to gatlings. 5 cowboys 1 shot a huss so even though first units at 6:15 you can handle raids. As for rushes - u have a tower, MM, Freedom, mercs, and vills. Fight for some liberty!!!
Basic Build Order:
TP start and chop for a house.
Ship Capitalism (I mean if you dont ship capitalism first are you even playing America??)
Ship Advanced Saloon (Allows u to build 3 Saloons and they cover 25 pop each)
After 800F PENNSLYVANIA (3:30) collect Gold with all vills and Ship Bank Card)
After 350 G all to Wood and collect 225W for (Market + Hunting Dogs + Placer Mines)
All vills to Gold with 5 on Food for vill production.
Ship 3 TPs and call MM (to secure wagons and walk wagons to forward spot with flag and tower). Que Cowboys (Should have 9 at least with most vills on gold and capitalism).
Ship Meeting House (Gold Trickle and steady XP and later the military techs for 575 F for sharp shooters and 800 F for Carbines)
Ship Dance Hall for pop of mercs - buy 100 w for a house where needed. Raid with cowboys. Make owlhoots if encountering heavy musk. I make gunslingers if I need muskets.
Ship Cree Travois (cree leatherworking is a 5% upgrade, CDBs, and trackers!) OR Irish Immigrants at 9:20 to receive 6 vills and put them to gold.
Get market techs as you can; Arsenal Wagon is good after some fighting. Cree tech, flag, and arsenal really makes u win most age 2 fights.
Age to 3 for more upgrades; get the pennslyvania techs when possible.
In transition to age 3 - If you ship Washington Lumber Mills and get Log Flume at Market - you can EASILY chop with all vills and get 2 TCs and some unit upgrades in age 3.
NOTE: Only weakness is skirms to this whole plan - you can throw cowboys into melee but its best to call Uhlans in age 3 or just make hussar in age 2 to counter the ranged infantry.
Age to 3 with state that gives Factory Wagon OR gives Owl Hoot range. Up to you. I prefer Owl Hoot range.
You can do Chinese Immigrants to Incorporate Natives but MM is super good.
If opponent ages just shift 10 vills to food and stop making mercs for a minute and u should have 1200F and 1000G to follow him up. (Capitalism + Bank + Pennslyvania Pound (2.5G/s) is more than TWO upgraded Banks (6.9 G/s) so in 1 min it accumulates 400G. so macro most vills onto Food and 4 on gold to age up when you want.
This has been my USA start with Outlaws:
Deck:
https://media.discordapp.net/attachment ... height=588
Basic Idea: Strong Gold start with capitalism, bank, and meeting house trickle. Some more techs, cree techs, and shipments lets us have a strong military. Strong enough eco and later Irish immigrants come in to seal the deal. Should win in age 2 or pivot in age 3 to gatlings. 5 cowboys 1 shot a huss so even though first units at 6:15 you can handle raids. As for rushes - u have a tower, MM, Freedom, mercs, and vills. Fight for some liberty!!!
Basic Build Order:
TP start and chop for a house.
Ship Capitalism (I mean if you dont ship capitalism first are you even playing America??)
Ship Advanced Saloon (Allows u to build 3 Saloons and they cover 25 pop each)
After 800F PENNSLYVANIA (3:30) collect Gold with all vills and Ship Bank Card)
After 350 G all to Wood and collect 225W for (Market + Hunting Dogs + Placer Mines)
All vills to Gold with 5 on Food for vill production.
Ship 3 TPs and call MM (to secure wagons and walk wagons to forward spot with flag and tower). Que Cowboys (Should have 9 at least with most vills on gold and capitalism).
Ship Meeting House (Gold Trickle and steady XP and later the military techs for 575 F for sharp shooters and 800 F for Carbines)
Ship Dance Hall for pop of mercs - buy 100 w for a house where needed. Raid with cowboys. Make owlhoots if encountering heavy musk. I make gunslingers if I need muskets.
Ship Cree Travois (cree leatherworking is a 5% upgrade, CDBs, and trackers!) OR Irish Immigrants at 9:20 to receive 6 vills and put them to gold.
Get market techs as you can; Arsenal Wagon is good after some fighting. Cree tech, flag, and arsenal really makes u win most age 2 fights.
Age to 3 for more upgrades; get the pennslyvania techs when possible.
In transition to age 3 - If you ship Washington Lumber Mills and get Log Flume at Market - you can EASILY chop with all vills and get 2 TCs and some unit upgrades in age 3.
NOTE: Only weakness is skirms to this whole plan - you can throw cowboys into melee but its best to call Uhlans in age 3 or just make hussar in age 2 to counter the ranged infantry.
Age to 3 with state that gives Factory Wagon OR gives Owl Hoot range. Up to you. I prefer Owl Hoot range.
You can do Chinese Immigrants to Incorporate Natives but MM is super good.
If opponent ages just shift 10 vills to food and stop making mercs for a minute and u should have 1200F and 1000G to follow him up. (Capitalism + Bank + Pennslyvania Pound (2.5G/s) is more than TWO upgraded Banks (6.9 G/s) so in 1 min it accumulates 400G. so macro most vills onto Food and 4 on gold to age up when you want.