Fast Food Sling Introduction This document outlines a 2-player slingshot strategy. The name? C = Chinese. F = Frank. Fast = emphasis on a very early feudal. Food = Food is what is tributed. (And overall, is sounds like a scene from Animal House.) One player, the "sling", plays Chinese and feudals quickly with a small economy, and tributes a stream of food to his partner, the Frank bullet. The bullet builds 28 villagers in the dark age, then quickly advances through feudal and castle age to reach imperial at around 21:30 with roughly 40 villagers, a forward castle, and 6-10 knights. The bullet then builds a couple of trebs, upgrades to Cavaliers, buys blacksmith upgrades, and attacks the opponents, while the sling continues to tribute food to fund the upgrades. At about 23:00, the bullet is on his own, and the sling starts building for a very late castle. This is not an easy strategy to execute. Both players need to be competent in the "2 minute drill" (see ). They need to communicate well. The sling is totally dependent on the protection of the bullet, as his total defense consists of the original TC and one tower. The bullet must build a forward castle and attack immediately when the first treb is produced at around 22:00, while expanding his economy at home. I use Chinese and Franks in this example. The Chinese are a good fast-start civ, with roughly a 30-second jump on villager production and a chance to loom with no time penalty. Their farm and house bonuses reduce the wood requirements, allowing most of the villagers to work on food. Other civs, particularly Teuton, may be well suited for the sling role. I chose Franks for the bullet. Their lower cost castles make it easier to get the required stone on time. Their improved knights (+20% HPs and +2 LOS) make a good choice for a single unit to chase villies and to protect the trebs. The Tribute Schedule Because of the complete interdependency of the two players, I've tried to simplify the tribute and scheduling process as much as possible. The Chinese sling player tributes only food. He sends all his food at specified times. The bullet makes a small amount of food on his own, and puts most of his villagers to work on wood, gold and stone. The goal of the sling is to meet the following schedule and approximate amounts: Rev 2 note...with the sling now continuing to add villies in feudal, the first tribute will be 50 smaller, the second tribute may be 100-150 smaller, and later tributes should be larger. At 11:00, first tribute, approximately 450 food. Bullet hits feudal button immediately. 30 seconds after bullet feudals, tribute all food again, about 400 food (13:40?). 30 seconds after bullet castles, tribute all food again, about 550 food (17:00?). Every minute or two after that, send all food (almost 200/minute). At about 23:00, bullet tells sling to stop, sling can then expands, mines gold, and goes castle. The Sling's Role Use a standard Chinese startmake one villie, loom, get sheep ASAP, resume villie production ASAP. Try to build to 19 villagers, but you must hit the feudal button by 8:15 at the absolute latest, and 7:50 is much better. (It's OK to be one villie short if you're on time.) Put the first 12 villagers on food. Use sheep, lure boars, and use the berries. Put the next 7 on wood. You need just two houses, a mill and a lumber camp. Roll food gatherers into farming as wood becomes available. Try to keep the ratio of 7 woodcutters to 12 food gatherers/farmers. Note for rev 2: Some slingers report that 7 on wood leads to a wood surplus, and one lumberjack can be assigned to farming. Tell your partner when you hit the feudal button. When you reach feudal, build a market. If you're running late, put 2, 3 or 4 villagers to work to speed the build time (use woodcutters, not food producers). As soon as the market is complete, hit the tribute screen and give all your food to your partner, who should then immediately hit the feudal button. In rev 2, the slinger would queue one villie before tributing, and then keep one villie in the queue continuously, making the first tributes smaller and the later ones larger. Ideally, you'll send 450 or so food (out of 600 or so starting). Use one villager to build one tower near your wood supply. Continue to shift shepherds and berry pickers onto farming. Make sure your scout is mapping your half of the map, which includes the enemy territory closest to you. (You partner is doing the other half of the map, cartography will give a total picture.) Note that you should not build more than 2 houses, and you shouldn't build a barracks or any military buildings. Watch for your partner's "reached feudal" message, it should happen about 2:15 after you tribute. 30 seconds after that (as he's finishing his two feudal buildings) again tribute all the food you have. This should be close to 400 units (more like 300 in rev 2) at roughly 13:40 in the game. Again, watch for your partner's "reached castle" message, and 30 seconds later (about 17:00?) tribute all your food, which should net out to 500 for your partner. This should be enough to support his jump to imperial. Now, use your market to sell 100 wood for 70 gold, and buy cartography when you have enough food, so you can at least watch the fun. At 19:00, and each minute after that, tribute whatever food you have. (This should be around 300 at 19:00, and about 170 every minute following. ...or more like 200 to 400 in rev 2) Do not buy any upgrades, do not add new villagers. Rev 2: Buy farming and woodcutting upgrades around 19:00 or 20:00. Your partner should be able to set you free after your 23:00 tribute, which will let you add 10 villagers and reach castle age at the 32 or 33-minute mark. In rev 2, you should have about 40-50 villagers, so hit the gold mining and castle immediately. And remember, shout if you need military protection! Your partner is going to be very busy with some complex multitasking, so he may not notice if you are being attacked.
The Bullet's Role
Do a normal Frankish start, loom when you can. Use sheep, boars, then berries as your food sources. Put the first 8 villagers on food, and no more! For this strategy to work, you need huge supplies of wood and gold. Put all your remaining villagers on wood, except for the final four (villagers 25-28) who start mining stone. When the first tribute arrives, you'll already have a small (100-300) food surplus, cancel any queued villagers and feudal immediately. Note for rev 2: Because your sling will be sending a bit less food initially, putting 10 villagers on food (instead of 8) may be appropriate initially. As you hit the feudal button, put 10 (yes, 10!) villagers on gold immediately. While this will be overkill for the 200 gold needed to castle, you'll need 800 to imp, about 600 for your knights, and 700 for your cavalier upgrade and first two trebs, so take that gold mining seriously. Your villager breakdown while researching feudal should be 8 on food (roll onto farming when berries run out), 10 on gold, 4 on stone, and 6 on wood. (You should have a significant wood surplus at this point.) Set the TC gather point on wood. Build a barracks and a couple extra houses. When you enter feudal at 13:20 or so, immediately queue two villagers and build a blacksmith and a market. Tribute will arrive as you're finishing those buildings, hit the castle button as soon as the second villie comes out. If you're going to be a bit shy of the 800 food, cancel the second villie and/or ask your partner to send a bit more food immediately. You should now have 8 on food, 10 on gold, 4 on stone, and 8 on wood. Hit the castle button around 14:00. While researching castle, buy cartography. Build two stables, set the gather points to a forward location near the map center or between your two enemies, assuming that you now have cartography. (This will be your castle location.) Do not build any knights or buy any upgrades yet, you'll need the food to reach imperial. When you're 50% done researching castle age, get 5 or 6 villagers moving toward your forward base. Because it will take about 90 seconds to build the castle, they have to be in place before you reach castle age! As you enter castle age at 16:40 or so, immediately start building the castle. Queue 4 villies at your TC, send them to replace the forward builders. (If you sent woodcutters ahead, put the TC gather point on wood.) Don't worry about extra housing, the castle will cover that for the moment. Your tribute should arrive while you're still building the castle. If you're going to have less than the required 1000 when the castle is complete, either delete some queued villies or ask your partner for more food. (He should be able to add >100 every 30 seconds.) If you have enough wood, start building a second TC near your wood/gold source. Hit the imp button at around 18:20. While researching imperial, keep villagers streaming from your new TC, and put them to work on farming, or wood if you don't have enough wood to farm. (You may want to have your forward villies make the new TC after the castle is done.) This should give you another 6 villies by the time you imp, added to 4 during the castle transition, 2 during the feudal transition, and your original 28, for a total of 40 when you reach imp. Use any excess food to build 6-8 knights, gather-pointed to the castle area. Use excess food beyond that (if any) to buy the first blacksmith attack and cavalry armor upgrades. Be sure to reserve 200 wood and 200 gold for the first treb. The instant you reach imperial, queue your first treb, add a second if possible. As soon as food permits, upgrade your 6-8 knights to cavaliers. Immediately attack one enemy when the first treb comes out. Be careful to not waste your cavaliers running into a TC or castle, use them to chase down villagers, but their primary role is to stay alive to defend your treb(s). While attacking, queue another treb or two and another 6-8 cavaliers. (No villie production right now, all food for cavaliers and upgrades.) As soon as the cavaliers are all queued, thank your sling partner and let him start building. Use the second treb (or second pair of trebs) to attack the second opponent. Realistically, while fighting on two fronts, you won't be able to do much econ expansion, but try to set the TC gather points on wood and crank out more villies, in preparation for huge-scale farming later. Buy the second attack and armor upgrades when you can, get husbandry when you can. Keep scouting. There is a good chance that the first opponent you hit will flee toward his ally, so set your second group of cavaliers patrolling that border to intercept them. Through all of this, keep an eye on your partner's vulnerable base. Be ready to send one of your cavalier teams to the rescue, or send food/gold tribute to help him get to castle age. (With multiple TCs, he at least has a chance of surviving an attack.) Final Notes When it works, this should be a nearly unbeatable strategy. On the other hand, this is a rather "brittle" strategy, in that a significant mistake by either player will guarantee disaster. Both players have to be using the same planif the sling sends wood and gold when the bullet was expecting food, they'll both die. In this outline, the tribute is purely food for simplicity and predictability, and the bullet has to remember to not buy military units or upgrades until imperial research is under way. The sling needs to continue to provide food for the first minute or two of imperial, to help the bullet add cavaliers for his second army. The role of bullet is much more challenging and much more exciting. (A "1650" rated player should be able to do a decent job of the sling role, but even a "1700" player may need a bit of practice to really get comfortable with the bullet role.) If there is a big difference in skills, have the more skilled player take the bullet role. If both players are veterans, take turnsthe sling role can be seriously boring (best case) or frustrating when rushed. The success of this strategy depends on speed to imperial, and an immediate, aggressive, crippling attack on at least one opponent. Attack immediately when the first treb comes out, targeting enemy castles, TCs, and wood operations in that order. (Because the treb will take out so many buildings, trying to cut off wood may be much more effective than cutting off gold. Wood is needed to rebuild, and wood is needed to make pikes.) This write-up assumes a two-player team. This strategy can be much safer with a third player to quickly reach castle and make a mobile armyto harass the opponents or ward off early rushes. The third player should build most of his military in or near the sling's territory.
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