![]() Trash units can be built as long as you have food/and/or wood. Premium units cost gold, and will only be able to built as long as you have gold. There are generally "trash" units and premium units. Notes about general things: Gold runs out pretty quickly in this game, so some civs have different strengths at different times. Goths are pretty OP, especially against noobs. Just set the spawn point on your opponents base and constantly stream in more units. You should try to train your huskarls out of 10-14 barracks based on how many resources you are gathering. This lets you train your unique unit almost instantly. The goths try to fast imperial and get Conscription, Elite Huskarls, and Perfusion. This is a pretty standard strategy with civs like the goths or the turks. Mayans and britons can do a crossbowman push in the castle age. Huns build cavalry archers in castle age, don't do this with anyone else really The most viable civs for doing this are the Franks, Mongols, Persians, and Teutons. Once in castle, you just spam a ton of knights. A reasonable time to make it to castle is around 17 minutes. The most viable strategies in castle age generally rely on the knight. Scout/Men at arms rushing is more like a xbow/pike rush because its pretty all in, but an archer flush is more like a semi ff. ![]() Some people, like the goths can do a men-at-arms rush. If you can kill alot of your opponents eco you can win here. You make archers or scouts in the fuedal age and raid your opponent's resources. It's pretty common, pretty much the equivalent of a cav heavy semi-ff in aoe3 (more than 5 huss). (Note: you will be significantly far behind if this fails) You can keep the opponent away from their food/wood and win the game by getting far ahead if the all-in does not fail. ![]() This is a 3/4 militia + starting scout rush designed to catch the opponent off guard if they do not scout. Note: Arabia is one of the most popular/balanced maps.
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