Garja wrote:Boomy build:
- go 4v BB and 300w and age up at 800f with the 2 travois
- send koncha card while making full houses (make them as a wall). TC rally point is on wood.
- send Alpaca wool while dropping a market and a firepit
- research spirit medicine (vill hp and damage) while dancing with 25 vills on firepit on fertility dance
- trade food for 250g and send TC+travois card
- just boom from 2 TCs and fertility dance. Against any pressure you need good firepit, vill and TC micro. Send town dance if needed.
- age up whenever you can (the sooner the better) by selling food and/or getting gold with many vills (easy with 2 mines in base and koncha still gathering food).
- in the 3rd age send 2 TCs and keep booming to 99v. Consider dropping/sending stronghold(s) and building more war huts.
- make units only if strictly necessary otherwise reach 99v first.
If you want to make this even more meme-tier (read - better, and also this might genuinely be good on Pampas Sierras where you can reliably find 6 llamas):
The Lifestyle
- 4v BB
- Age with 5 llamas and 2 settlers. Build a plaza and a market.
- 1st card Farm Travois - keep gathering food/wood and train llamas in transition (70f each).
- 2nd Card Llama Lifestyle. Now llamas gather at the firepit at (EDIT) half the rate of vills, so your age up was a 4.5 vill shipment. Keep your llamas on XP.
- After this go freestyle:
Vs Aggro civs - 2 warhut, town dance, unit shipments, 700 gold
Vs boom civs - 600 wood and spam kanchas, Chincha brewing, 700 gold
With your stronghold up, send 2 TCs and keep up the boom.
If you're booming and turtling you really want to get to age 3 pretty quick to slap down a stronghold.
Farm and plantations are more useful buildings for Native civs since their upgrades give additional boosts to their hunting and mining rates, which are lacking in the market. These upgrades can be granted for free using an age III card.
The reason why llamas are so great for using on the plaza, apart from the fact they take no pop, train simultaneously to vills and cost less than vills, is because the plaza gets exponentially more powerful the more units you have tasked on it. So slowly tasking individual villagers onto the plaza one by one is a lot less powerful than sending a batch of five llamas onto it at a time.
Llama Facts
A battery of 20 llamas living the lifestyle in the plaza cut villager train time down to 13 seconds (from 25) - this is also an 85% boost in train time for all your other units too. On XP dance they give you 5.2 xp per second, which as about the same as 4 tambos. On Town Dance they give all your buildings 68% more hp and 33% more attack, so your TC now 2-shots Janissaries. It takes them 4.8 seconds to spawn an annoying little Warrior who can be garrisoned inside strongholds to permanently boost their damage. A 20 llama war dance is a 10% attack buff to all your units.
Things get even better if you train or ship priestesses. 20 llamas and 5 priestesses spit out villagers every 9 seconds - an 176% improvement. At 11 XP per second, you now have the equivalent of 4 TPs with stagecoach on XP. Your town dance puts your strongholds at 15k hp and 500 attack. War dance is a 20% damage buff.
If you're able to train or ship more priestesses with the age 4 card, you can eat some fattened llamas and end up with 15 llamas and 10 priestesses. Now your vills come out in 6-7 seconds. You have 16xp/ second, or the equivalent of 4 TPs with Iron Horse upgrade. Strongholds have 18k hp and 570 attack. War dance is a 30% damage buff.