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Sep 2021

post by HealFortress on Sep 13, 2021

While I am not the best player and I have much room to improve as well as I am always testing and adjusting the build orders to help optimize my play style, here is Poop Lord’s playlist of mine and other’s gameplay which is casted by ‘Poop Lord’ and contains me and others that may try out variations of the general strategy. He has many other strategies casted, I suggest checking them out and sending in your own games for fun.

Favorite unit formations:

29 Teutonic Knights, 20 Hand Cannoneers and 11 monks, square formation, stand ground.

29 Kamayuks, 20 Arbs/Slingers, 11 monks, square formation, stand ground.

29 Berserks, 20 Arbs, 11 monks, square formation, stand ground.

29 Genoese Crossbowman, 20 Hand Canoneers, 11 monks, square formation, stand ground.

29 Champions/Pikes, 20 Longbows, 11 monks, square formation, stand ground.

29 Paladins, 20 Conquistadors, 11 Missionaries, square formation, stand ground.

  • additional surrounding unit compositions - the formation in general depends on if the user sees fit to use it for an optimal situation.

Defensive eco:

Note that houses are built with the garrison and ungarrison feature in mind; they won’t have a gap where the villagers may ungarrison outside of the wall thanks to either being only one tile further away from the intended resource as the camp to allow space while not leaving an open gap, or, in the case of sicilians, a good layer starting from behind the camp. House walls may have gaps where one will need to use the villager with the alt-click function to squeeze into such a corner to build a blacksmith market if wanted on an area where the tower isn’t present.

It is preferable to place camps initially 1 tile away from the intended resources for easy building of early house walls.

Used in Dark to Feudal Age

Used in Dark to Feudal Age

Used in Castle Age with outer castles or tcs added as needed. I suggest starting with 2-3 tcs around the castle and either the 3rd or fourth going towards a treeline before increasing farms/tc numbers

Used in Dark to Feudal age(Sicilians require more space for their tower so the houses start from the back of the mine instead of on the side one one tile away further.

It’s useable by every civ in the game, even Goths. (Except huns since they lack houses - use palisades there alongside other buildings.)

Feel free to watch the playlist for references. Make sure to double check if there are HD options in some of them, others may simply be videos from the early days of the channel, the newer videos have increased in quality.
Here is Poop Lord’s Discord server

And feel free to come join the clan Discord

This thread is being built due to my other guides being deleted and will be remade completely upon reaching its edit limit.


Favorites: Top 10 (to be edited over time)

4-Civ Team Compositions

  1. Teutons x Goths x Byzantines x Britons

  2. Teutons x Goths x Italians x Portuguese

  3. Teutons x Goths x Vietnamese x Persians

  4. Teutons x Goths x Sicilians x Tatars

  5. Teutons x Goths x Poles x Malay

  6. Teutons x Goths x Franks x Magyars

  7. Teutons x Goths x Mongols x Celts

  8. Teutons x Goths x Turks x Bohemians

  9. Teutons x Goths x Indians x Khmer

  10. Teutons x Goths x Incas x Vikings


Possible Build Orders:

  1. Experimental Offensive Defense Build

For resource camp walls, keep an eye out for any possible holes in the making and build additional structures as needed. The best defense in this regard is to ensure that they’re consistently closed off until they’re not needed anymore.

(6)6 villagers → 4 sheep or 3 cows → 2 boar → 1 pushed deer → farms

(10)4 villagers → wood -stragglers within 1 farms distance → preferred wood line
(Reason for these stragglers is to both make space for said farms but also to ensure the wood isn’t lost and so your scout and scout sheep have time to find a preferable outlying woodline(likely not the 3 closest woodlines to save those for later))

(16)6 villagers → berries → remaining herdables → gold with house walls + tower

(20)4 villagers → wood line same as previous with house walls+gate+tower when able

(25)5 villagers → outlying home stone with house walls+tower → farms

8 wood, 12 food, 0 gold, 5 stone
Click up to Feudal Age


Feudal Age

Research stone and lumber upgrades.

May replace secondary sheep herders’ duties with new villagers to send 4 to the lumber camp all at once rather than one by one to minimize risk.

(29)4 villagers → (12)woodline

Build blacksmith

Build Market

(32)3 villagers → (9)farms

(35)3 villagers - > remaining tree stragglers(15 wood) → help with building castle + tcs → farms

15 wood, 9 food, 6 gold, 5 stone
Sheep vills go to gold as soon as they’re done, or, if Poles, start on a second stone pile.

Click up to Castle Age


Research gold upgrade

Research mill upgrade

Build barracks

Build 2 stables or preferred military building


Castle Age

Build a Monastery as soon as reasonable to fetch relics

Build a siege workshop for mangonels if needed or for rams if wanted, the other option is to use petards from the castle depending on the situation.

Research lumber and mill upgrades

Start knight or general military production alongside villager production, attempt to keep both up consistently however you can.

Build 1 castle on one of the corners of the original tc and 1 town center on a preferred corner

Aim for 20 farms and a third tc for 1 nearby woodline for as much wood vills as needed for keeping up with new farms and upon reaching 20 farms → wheel barrel → 30 farms → Hand cart → 20/30 villagers woodline with a third tc → previous woodline villagers to outlying stone piles once home woodlines are stable → beyond that new villagers to farms and gold. 115 villagers goal while maintaining military production and upgrades as needed before choosing to age up to Imperial Age.
add 2 tcs more around the castle(4 total) to create 48 farms in a perfect double square as wanted.

Click up to Imperial Age
(May click up upon if you deem it needed before or after reaching 115 villagers)

Suggestion: get Herbal meds and heal your knights often while utilizing hit and run tactics to minimize losses and increase gains over the enemy losses.


Experimental Build no.2

6 villagers → 3-4 sheep → 2 boar → 1-4 pushed deer → farms

4 villagers → 1-2 straggler trees within farm distance of the tc → preferred woodline

5 villagers → berries → remaining sheep → second stone mine

4 villagers → woodline

5 villagers → first stone mine → gold, farms or woodline depending on resource needs at the time

Feudal Age

Research stone and lumber upgrades

4 villagers → woodline

3 villagers → farms

3 villagers → remaining stragglers → help with building tcs, castles and then go to either wood or farms

Castle Age

Research lumber and mill upgrades

You may experience wood difficulties, so I suggest starting with 2-3 tcs, the second or third tc being set to a nearby woodline. Within short manner you will be able to afford a second castle to defend the woodline followed by a third to defend the later gold-line.

The main difference for this build vs the first is the focus on stone and the ability to build further defensive structures.

The rest is similar to the first build order. Tho you might choose to focus on booming and go for Imperial Aggression.


3rd experimental build order(to be added)

read 7 min

post by Jackbrick on Sep 13, 2021

Such a formation can easily be wiped out by siege onagers. Since they basically one shot kill nearly everything.

I don’t see this being viable by pro players.

post by HealFortress on Sep 13, 2021

Like any formation, it depends heavily on the skill of the player using it. Whether or not it’s useful depends on the player and the conditions they choose to use it in. Another factor being how to move to around the battlefield; when to advance, when to retreat, when to change formation and attack stance, as well as when to rely on it or to rely on the surrounding formation to take on certain unit composition or when to combine said compositions, etc.

post by Jackbrick on Sep 13, 2021

The game is balanced around pro players. These niche things belong in scenario or whatever.

You need a lot of resources to create such a formation. I’m not sure if it would be viable even in a team game where you have access to trade.

Even if you somehow made it, a bunch of high damage ranged units will lay waste to it.

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