This build takes advantage of the African native and mercenary auto-upgrade with each age up, to perform a strong and relatively safe fast industrial.
Build order
Age1
Standard house + hunting upgrade. Try to place your buildings in such a way that doesn't hinder villager pathing.
First card is Pulaaku Code (15% eco theory). Age with 12 villagers using the Akan option (400 influence + native embassy).
Transition to age2
Move all vills but one to wood and gold. The remaining vill grabs a second hunt and secure it with a granary.
The goal is to get enough for 2 TPs, the 2nd food upgrade and about 55 extra coin for the age up. In order to do that, you have to gather 155c and 125w while using two cattle units (one before each TP is built).
After that all vills go to food (TC rally point also on food).
Age2
Send 700c, research the 2nd food upgrade at the granary and collect the influence tokens from the age up. Drop the native embassy in a safe spot and train 5 Ankobia.
As the 700c crates are about to be fully collected, trade one cattle unit for coin and click on the age up, using the Hausa option (700w).
The next card is 700influence which will be used to train 5 more Ankobia and to send the following card: 5 Ankobia.
All vills are still on food.
Transition to age3
While the 5 Ankobia card is on the way, trade one cattle unit for wood and build 2 houses (this will prevent you from getting housed as from now on Ankobia will cost pop space).
Age3
Use the 700w from the age up to build a war camp, 4 houses and to reseatch the gold gathering upgrade.
As soon as the next shipment is available, send 1k coin. When it arrives collect the crates and trade one cattle unit for 200c.
Select the Oromo age up option (1k influence) and move about 8 villagers on gold.
Transition to age4
Start training Ankobia from the war camp. At some point trade some cattle units for wood and gold and drop a second war camp to increase the Ankobia production.
You will most likely have a spare shipment while aging. You can save that for an age4 shipment or you can send a unit card (e.g. 5 lifidi) if you're under some pressure. Can also use it for the native/outlaw upgrade which is very helpful as your whole army is composed by such units.
Age4
Collect the influence tokens and if you have a shipment ready use that either for 15 dervish or another mercenary shipment. Could also just send something else if you are not under pressure and the plan is different from an immediate attack.
From here just keep trainin Ankobia and move out on the map. Next card could be 12 dervish for a strong push (keep in mind Dervish also upgrade to Champion status). Eventually send cards like 10v and 13 fulani cattle to buff your eco.
Defending against rushes
This strat is by nature a bit vulnerable. However, unless you're under some severe pressure you should most likely reach industrial in good shape, as long as you are aware of the defensive capabilities of your civ.
In that regard:
- keep in mind African civs have minutemen spawning from their houses and costing influence;
- you can send 12 dervish as your third card in the second age in order to old a rush and then change the strat to an FF;
- the Oromo age up unlocks Yoruba Eso Riders at the native embassy. They train almost instantly and deal great damage to any unit;
- Ankobia will be immediately upgraded to the champion status once you reach industrial. With their area damage and in combination with your Emir they probably trade decently even against ageIII skirms or atleast force them to start kiting back, buying time for shipments to arrive.
The Palace variation
This version of the build uses the Palace of Amina card instead of the 700influence card. You won't get 5 extra Ankobia but you will have a defensive structure which will then be used to train strong units such as Maigadi.
In this case, you may also want to send the Hausa Kingdom card in transition to ageII to get a university and a 3rd TP. The university will then generate lot of influence to train Maigadi.
To further buff the Maigadi production you may want to send 1k influence while aging up to IV.
Alternatively the build can be turned into an FF where you send the Dane guns card (Maigadi attack + coin cost) so that you can train Maigadi at a better rate.
Hausa Akan semi FI
Re: Hausa Akan semi FI
Very interesting. Cool to see new inventive builds like this coming up!
When you build the two TPs in transition to age 2, do you immediately put them on influence? If not, when do you think is the right time to switch them?
When you build the two TPs in transition to age 2, do you immediately put them on influence? If not, when do you think is the right time to switch them?
Re: Hausa Akan semi FI
Are we sure that shipping the tp + explorer isnt a better age 1 shipment, or is the timing such that you can still click up to III right after gathering the 700g even with building 2 tp in transition?
Re: Hausa Akan semi FI
@Garja whats the best ethiopia FI build? Ive been going 2villsabun -> age with habesha for 300c+war camp -> tp in transition -> ship 700c, ship palace+influence, age with jesuits for 600xp, ship 1000c then 8 cows+market, then 1000 influence to be able to send 11 askaris as soon as I hit age 4. This is a naked FI though. Usually I can click up to 3 at sub-6 minutes, but its a slow age, and then I have enough influence to get Kebra Negast to fast age to 4. Anything you'd do different?
Re: Hausa Akan semi FI
Auto-upgraded Akan is good, but there're no other things you get from industrial age. Lifidi knight has an age2 stat, Eso rider has only 6 in a shipment, and you don't have heavy cannons. 15/12 Dervish is good, but they're fortress and even colonial shipments, and akan+dervish is not a good unit combo imo. I'd rather send 5 sennar instead.
Re: Hausa Akan semi FI
Yes, you do miss an impact shipment like 2 heavy cannons, but you have plenty of good shipments which autoupgrade, including Sennar horsemen.
Against pressure you can send 6 Eso riders + train 5 and they surely clean up anything together with the Enkobia.
If the opponent doesn't push then you can do anything and don't need an impact shipment so you can just send fulani or lifidi and upgrade them. I mean you could age up with the xp crates instead of influence and just use standard units, it kinda depends on the MU.
Against pressure you can send 6 Eso riders + train 5 and they surely clean up anything together with the Enkobia.
If the opponent doesn't push then you can do anything and don't need an impact shipment so you can just send fulani or lifidi and upgrade them. I mean you could age up with the xp crates instead of influence and just use standard units, it kinda depends on the MU.
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