CERPIO STRATEGY

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MONGOL POWER RUSH

 
                  Mongol Power Flush
This article is intended for those who have a
generous amount of experience with Age of Kings
and flushing in general. This strategy is
extremely fragile, and you need to know how to
react when something goes wrong or you will die
horribly. Before attempting this strat I would
HIGHLY recommend learning and practicing a basic
flush with a civ like the Mongols, Britons, or
Mayans until you get the hang of it.
The reason I call this a power flush is because
it allows you to do the following:
                             
1. arrive in the feudal age in about 10:15 to
10:20
                            
2. IMMEDIATELY drop 3 archery ranges and
consistently pump archers/skirmishers from all
three
                             
3. maintain near 100% villager production at the
same time
                             
Thats right, I said THREE archery ranges and 100%
production from all three, while still being able
to maintain consistent villager production. When I
first told a few people about this, they didnt
believe me. 
                             
What I have done here could best be described as
100% exploitation of the Mongol hunting bonus. It
involves 2 very early wood cutters, and very few
villagers on food. For those of you that dont
already know, the fastest form of food gathering
in all of AOKs existence is Mongol hunting. So
what we do is, rather than put vils on slow sheep
or berries, we use boar and deer to the max. This
allows us more vils on wood and gold, which gives
us to ability to operate 3 ranges
                             
Build Order:
                             
Most experts will say that you should not follow a
specific build order, and I agreeexcept for this
one. This build up is very fragile and can be very
easily messed up if youre not paying attention or
are unlucky. The steps and villager assignments
have been tested over and over to ensure maximum
efficiency. I have tested and tweaked and twisted
the build order to squeeze every last drop of wood
out of it, and this order is what produces
consistent results. If at any point in the build
order something goes too terribly wrong, simply
adjust your economy accordingly by putting more
vils on food and less on wood. You wont have
enough for 3 ranges, but you will still be way
ahead on wood and easily build two ranges.
Ok, here is the to-the-point-in-your-face build
order. I will go into much more detail afterwards,
and it is necessary that you read this detail or
it will not work.
                             
Vils 1-6 sheep
                             
Vils 7-8 wood
                             
Vils 9-10 mill deer
                             
Loom
                             
Vils 11-12 wood, lumber camp
                             
Vil 13 deer
                             
Vils 14-18 wood
                             
Vils 19-21 gold, mining camp
                             
You may notice the 4 sheep in the picture. That is
because one of the great things about this build
order is that you have 4 leftover sheep. Comes in
handy if you are late finding sheep or if that
nasty enemy steals them from you!
                             
Here is the play-by-play description:
                             
Prior to any of this you should know that when
attempting this strat, your only purpose in this
pitiful life is to FIND YOUR DEER HERD!! If you
dont, can this strat and go with your normal
flush build up. When the game starts, you have
2:30 to find the deer, cause that is when vil # 9
pops out ready to mill them. The only exception is
on a map with 3 boars. Im not going into details
on that, but you can figure it out.
                             
1-6: Start by putting 6 vils on sheep. These vils
will eventually hunt your boar after consuming 4
sheep. Only 4 sheep are needed, so you can save
the other 4 for when you get to the feudal age.
                             
When the vils stand up to deposit the food from
the 3rd sheep and start to move to the 4th, send
one of them to lure the 1st boar. The sheep should
be almost gone when the boar arrives. Forget
whats left of the sheep and move all of them to
the boar. Make sure you tell them to FORCE deposit
the sheep food they have BEFORE the boar gets
there, or you will lose the food they are
carrying. Send one of the un-injured boar hunters
to lure the 2nd boar when there is between 120 and
150 food left on the 1st, depending on the
distance of the 2nd boar.
                             
7-8: The next 2 vils go onto a nearby straggler
tree. This is the key to the insane amount of wood
you will have when you get to feudal.
                            
9-10: The next 2 vils go and mill your deer, no
matter if theres 3 or 4 deer, or if theyre 2
screens away. 
                            
 Loom. Your 1st boar lurer should be on his way or
 about to go get that 1st boar.
                             
11-12: The next 2 vils join your lumberjacks on a
local straggler (the second one will have to build
a house). You should now have 4 lumberjacks.
Around this time, you should have enough wood for
the required house and a lumber camp, so go ahead
and build the lumber camp and a house and move
your lumberjacks to the camp.
                             
13: The next vil goes to join your deer hunters.
We dont need him working on food for as long as
the other two, thats why we are adding him late.
We wanted to get as many early lumberjacks as
possible.
                             
14-18: The next 5 vils go to wood at your lumber
camp.
                             
19-21: The last 3 vils go to gold, the first one
building a mining camp.
                             
Now hold that thought before we click the feudal
button. Your population should now be 22, unless
you lost your scout. Your villager distribution
should be 3 on deer, 3 on gold, 9 on wood, and 6
idle villagers at the TC. Hehe, I know, its
 crazy, but heres why:
                             
The boar hunters will finish the boar a bit before
your last vil is created. When they are done, you
will not have enough food to feudal yet, but dont
worry--thats what the deer hunters are for, and
its INTENDED to be that way so your forwards get
a nice head start. You should have somewhere in
the range of 430-490 food. Of the 6 vils at the
TC, take three (including the two injured lurers)
and put them on gold, and send the other three
(healthy ones) as forward builders. When the last
villager is about 60% complete, check your food
supply and your deer hunters. If you dont have
the food, force deposit the deer hunters and you
will. Now that youve done all that your 21st vill
should be about done, so we canClick the feudal
upgrade.
                             
The Feudal Age:
                             
Immediately after clicking the feudal upgrade,
steal one of the three deer hunters and send him
to gold; let the other two finish the deer, then
put them on sheep. You should now have 7 on gold.
This is necessary to begin preparing for the
massive gold drain you will experience while
running 3 ranges.
                            
 You should know what to do with the forwards. You
will have plenty of wood, so drop a barracks and
1-2 houses. Your forwards got such a good head
start, you will be done with the rax/houses and
have walked all the way around behind your enemy
(or wherever you want them) by the time you arrive
in feudal. Heres where it gets good.
Arriving in the feudal age is a bit hectic. The
following things need to occur immediately upon
arrival:
                             
Immediately start building as many ranges as wood
allows. You should have in the neighborhood of
430-450 wood. If you have wood for 3 ranges, put
ONE vil on EACH. You will finish all three much
faster if you divide your vils and let each one
build their own range.
                             
Queue up as many vils as you can at the TC. It
wont be many. All of your new vils should go to
food so that you can maintain consistent vil
production again. You have enough on wood and gold
to keep those ranges working full steam. Once you
 are able to maintain vil production again, add 2-4
more to wood to gear up for farming. Remember, at
this point, you still have a few sheep and
untouched berries.
                             
Move 1 vil from wood to gold. DO NOT SKIP THIS
Those 3 things need to happen ASAP upon reaching
feudal. Dont forget to move that one vil from
wood to gold, or your ranges will run out of steam
after about 14-15 archers. So, one minute after
reaching feudal (11:30ish), you should have the
following:
8 villagers on gold, 4 on sheep, 8 on wood, 3
forward builders.
                             
3 archery ranges, queued up with at least 3
archers each. And one certified ENORMOUS military
advantage (in terms of troop quantity and speed of
troop production)
                             
Conclusion:
                             
Youll notice I didnt include anything about
stone gathering or building towers. Thats because
this strat was developed for the Stone Free
 Showdown tournament where towers would not be very
 prominent due to lack of stone. It just so happens
it works on any map with 4 sheep, 2 boars, and 3
deer. Im sure you could adjust it to add stone by
moving some from gold to stone, but not too many
if you want to make a lot of archers. I guess you
have to decide whats more important: archers or
towers.
                             

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