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Hera Build Orders
Hera Build Orders
GLHF!
- x2
• 2 Archery Ranges at Front (2 Vils Build) ↓
- • Make Archers ↓
• Build Blacksmith ↓ ↓
- + o Continue Walling (Walls/Houses)
1 • Gold 8
- • Click Up to Castle Age 10 X 8 0 X
• Horse Collar + Gold Mining Upgrade
+
• Archer Armor (Keep Massing Archers)
+
- + • Crossbow Upgrade + Bodkin Arrow
- • Bowsaw GLHF!
2 • Gold 9 ↓
32
• Pull 3 From Wood and Build Monastery +
- + Siege Workshop 5 15
↓ ↓
UN IQ UE UN IT (wood/gold)
SK IRM S
Beginner | Intermediate | Advanced
K N IGH TS
Beginner | Intermediate | Advanced
6 Sheep 0 6 0 0 1–6
1 Lure Boar #1 7 10
1 Sheep 8 11
2 Berries ↓ 10-11
↓ ↓
13-14
1 Lure Boar #2 12 15
1 Berries 13 16
1 Boar Under TC 14 17
1 Wood 10 ↓ ↓
Bowsaw GLHF!
A RC H ERS (HUN S)
Beginner | Intermediate | Advanced
1 • Wood 10
X • Farms (As Soon as Affordable) x ↓
- x2
• Build Ranges #1 and #2
↓
• Research Wheelbarrow (After 7 On Gold)
- • Build Blacksmith
↓ ↓
• University (Immediately)
• Stop Army Production Until Ballistics Then
Produce CA From 3 Ranges
A RC H ER
Beginner | Intermediate | Advanced
1 • Lumber Camp #1 5 ↓ 19
4-5 + • Food Under TC (3-4 Farms) ↓ 16-17 23-24
- + • Loom + Click Up to Feudal Age 5 16-17 1 0 23-24
• 5 (from Under TC) build Lumber Camp #2
+ • 3 (from Under TC) to Gold 10 8-9 3 0 23-24
• TC Food Runs Out; Vils to Straggler Trees 10 + X 4 3 0 23-24
- • Bit Axe (Wood Eco Upgrade Immediately)
- x2
• 2 Archery Ranges at Front (2 Vils Build)
C RO SSBO W
Beginner | Intermediate | Advanced
3 • Lumber Camp #1 7 ↓ 21
3 • Food Under TC (Sheep) ↓ 16 24
3 • Gold 3 27
- • Click Up to Feudal Age 7 16-17 3 0 27
- -
A RC H ER
Beginner | Intermediate | Advanced
GLHF!
EA GL ES
Beginner | Intermediate | Advanced
↓
- + • Bit Axe + Horse Collar
↓
- + • Bowsaw + Squires
GLHF!
7 • Gold 7 28
4 • Berries ↓ 11 32
- • Build Range #2 ↓
GLHF!
H UN S TRUSH DEF EN SE
• Assuming you always open 21 pop scouts:
• Usually in Huns war, they will go forward with 4 vils and do the skirm/spear forward. The other option is M@A forward, you rarely see
the 7 vil crazy trush.
• 3 variations that can come up based on maps, but usually we react the same for both the M@A and the skirm spear forward.
• One thing remains the same for every variation though, you always aim to go knights in castle Age (2-3 stables depending on what you
can afford). The reason being, knights can clean up towers quite easily, they can also clear up the mass of leftover skirms. Usually your
opponent will be open at home so you can easily raid with knights. In castle, keep your knowledge of spending your resources the same
you’re just doing it with knights instead of CA. Good investments are TCs firstly then monasteries and siege shop. Don’t be afraid to stay
1 TC for a bit to gain momentum with the knight numbers though (monastery first can be a good option).
• These variations are (in order of worst to base case scenario):
DE RA TED M A P GUIDE
Open Land Maps Hybrid Maps Closed Land Maps
• Arabia • Coastal • Oasis
• Valley • Continental • Ghost Lake
• Cenotes • Highland • Mongolia
• Rivers •
• Scandinavia
• Aztecs • Japanese • Cumans
• Mayans • Malians • Mayans
Best • Franks • Mayans • Mongols
• Bulgarians • Mongols
• Huns • Huns • Spanish
• Lithuanians • Byzantines • Chinese
Good • Vikings • Koreans • Tatars
• Chinese
• MAA, Scouts, Drush • 1 Dock fire galleys, 2 range archers • Early towers
• 2 Dock fire galleys, full wall • MAA
Best Opening • Scouts
• Early walls and boom
• Get relics early