I know, the last thread was a bit of a disaster. Here I'm going to do something different. I'm going to rank how each civ are able to accomplish different rushing tactics well on open and water maps. So for each civ, I'm going to rate how they perform in dark rushing, MAA rushing, trushing, scout rushing, archer/skirmisher rushing, defending, knight rushing, cavalry archer rushing, monk rushing, UU rushing, grushing, and other water tactics on a scale of 5.
Aztecs:
Dark rushing: 5/5 (+50 more gold)
MAA rushing: 5/5 (+50 more gold)
Trushing: 3/5 (more LoS on eagle scouts compared to scouts, but that's it)
Scout rushing; 0/5
Archer/skirmisher rushing: 4/5 (greater production speed)
Defending: 4/5 (greater production speed for spearmen or skirmishers)
Knight rushing: 0/5
Monk rushing: 5/5 (greater production speed, and more HP)
CA rushing: 0/5
UU rushing: 2/5 (jaguars are not good in castle age)
Grushing: 4/5 (faster docks)
Fast castle + fireships: 2/5 (faster docks, but they lack demo ships and they cannot last past Castle age)
Mayans:
Dark rushing: 4/5 (more resources)
MAA rushing:4/5 (more resources)
Trushing: 3/5 (more LoS on eagle scouts, but that's it)
Scout rushing: 0/5
Archer/skirmisher rushing: 5/5 (more resources, and cheaper archers)
Defending: 4/5 (cheaper walls)
Knight rushing: 0/5
Monk rushing: 2/5 (incomplete techs)
CA rushing: 0/5
UU rushing: 4/5 (plumed archers rock in castle age)
Grushing: 3/5 (more resources and that's it)
Fast castle + fireships: 3/5 (more resources and that's it)
Incas:
Dark rushing: 4/5 (start with a turkey)
MAA rushing: 4/5 (start with a turkey)
Trushing: 5/5 (villagers that benefit from blacksmith, and cheap towers. Also, eagle scouts with more LoS)
Scout rushing: 0/5
Archer/skirmisher rushing: 4/5 (less need for houses allows for more ranges to be built)
Defending: 4/5 (cheaper towers)
Knight rushing: 0/5
Monk rushing: 3/5 (redemption, but no ferver)
CA rushing: 0/5
Castle drop: 4/5 (cheaper castles)
UU rushing: 3/5 (kamayuks help with countering knights, but that's it)
Grushing: 3/5 (house bonus and that's it)
Fast castle + fireship: 3/5 (same as above)
Celts:
Dark rushing: 5/5 (faster infantry and lumberjack bonus allows barracks to be built earlier)
MAA rushing: 5/5 (same as above)
Trushing: 2/5 (nothing special)
Scout rushing: 2/5 (no bloodlines)
Archer/skirmisher rushing: 4/5 (lumberjack bonus allows for more archers or skirmishers to be produced)
Defending: 3/5 (lumberjack bonus = more palisades, but that's it)
Knight rushing: 3/5 (no bloodlines)
Monk rushing: 2/5 (incomplete techs)
CA rushing: 1/5 (no bloodlines, no thumb ring)
UU rushing: 3/5 (woad raiders are decent in castle age, but they're not that strong)
Grushing: 4/5 (faster woodcutting)
Fast castle + fireship: 3/5 (same as above, but they cannot fast castle as well as the others)
Britons:
Dark rushing: 4/5 (sheep bonus = more food for infantry)
MAA rushing: 4/5 (same as above)
Trushing: 3/5 (faster feudal, but that's it)
Scout rushing: 2/5 (no bloodlines)
Archer/skirmisher rushing: 5/5 (faster archery ranges)
Defending: 3/5 (nothing special, but can get to feudal sooner)
Knight rushing: 3/5 (no bloodlines)
Monk rushing: 2/5 (incomplete techs)
CA rushing: 1/5 (no bloodlines, no thumb ring)
UU rushing: 4/5 (above average UU)
Grushing: 3/5 (can reach feudal age faster, but that's it)
Fast castle + fireship: 3/5 (same as above)
Franks:
Dark rushing: 4/5 (berry bonus = more food for infantry)
MAA rushing: 4/5 (same as above)
Trushing: 1/5 (no bonus to help with trushing)
Scout rushing: 3/5 (berry bonus = more food. No bloodlines, however)
Archer/skirmisher rushing: 2/5 (no bonuses to help, but can get to feudal relatively quick)
Defending: 2/5 (nothing special)
Knight rushing: 5/5 ("free bloodlines")
Monk rushing: 2/5 (incomplete techs)
CA rushing: 1/5 (no bloodlines, no thumb ring)
Castle drop: 4/5 (cheap castles)
UU rushing: 2/5 (TA's are not good in castle age)
Grushing: 2/5 (berry bonus won't help that much)
Fast castle + fireship: 4/5 (can get a fast castle age time with the berry bonus)
Teutons:
Dark rushing: 2/5 (no bonuses to help)
MAA rushing: 2/5 (same as above)
Trushing: 4/5 (+5 garrison for towers but that's it)
Scout rushing: 4/5 (cheaper farms = more food for scout rush)
Archer/skirmisher rushing: 3/5 (cheaper farms help with laying down more ranges)
Defending: 5/5 (TC that garrison +5 villagers, and towers with +10 garrison capacity)
Knight rushing: 4/5 (monk resistance bonus)
Monk rushing: 4/5 (full monk tech tree but no bonuses)
CA rushing: 1/5 (no thumb ring, no husbandry)
UU rushing: 4/5 (80 HP teutonic knights with 7 armour is very good)
Grushing: 1/5 (no bonuses to help)
Fast castle + fireship: 3/5 (most players don't use too many farms in water maps)
Spanish:
Dark rushing: 2/5 (faster building of raxes but that's it)
MAA rushing: 2/5 (same as above)
Trushing: 4/5 (faster tower build)
Scout rushing: 2/5 (faster building and that's it)
Archer rushing: 2/5 (faster building and that's it, but in castle age they cannot be upgraded); Skirmisher rushing: 3/5 (faster building and that's it; reason why it's 3 and not 2 is because most people build more than one ranges in feudal age)
Defending: 5/5 (build walls and towers faster)
Knight rushing: 4/5 (gold-free blacksmith techs)
Monk rushing: 4/5 (full monk tech tree and UT, which doesn't seem to work at the moment)
CA rushing: 3/5 (no bonuses to help)
UU rushing: 5/5 (best castle age UU in the game)
Grushing: 2/5 (faster building of docks and that's it)
Fast castle + fireship rush: 2/5 (same as above)
Goths:
Dark rushing: 3/5 (faster barracks, but discount bonus doesn't apply to dark age yet)
MAA rushing: 5/5 (cheap infantry, and faster barracks)
Trushing: 1/5 (no bonuses to help)
Scout rushing: 2/5 (bloodlines, but no bonuses)
Archer/skirmisher rushing: 1/5 (no bonuses)
Defending: 1/5 (no stone wall)
Knight rushing: 3/5 (bloodlines, but no bonuses to help)
Monk rushing: 2/5 (incomplete techs)
CA rushing: 3/5 (no bonuses to help)
UU rushing: 5/5 (huskarls don't have much counters in castle age)
Grushing: 1/5 (no bonuses)
Other water tactics: 1/5 (no bonuses)
Huns:
Dark rushing: 3/5 (no housing bonus, but that's it)
MAA rushing: 3/5 (same as above)
Trushing: 2/5 (no housing bonus, but that's it)
Scout rushing: 5/5 (no housing bonus, and faster stables)
Archer/skirmisher rushing: 4/5 (no housing bonus helps with massing archers and skirmishers)
Defending: 1/5 (no stone wall)
Knight rushing: 5/5 (faster stables and no housing bonus)
Monk rushing: 2/5 (incomplete techs)
CA rushing: 5/5 (cheaper CA's and no housing bonus)
UU rushing: 1/5 (tarkans are not good in castle age)
Grushing: 5/5 (no-house bonus helps immensely, and it saves wood)
Vikings:
Dark rushing: 1/5 (no bonuses in dark age)
MAA rushing: 4/5 (infantry with 5 more HP)
Trushing: 4/5 (free wheelbarrow allows for faster moving villagers)
Scout rushing: 3/5 (free wheelbarrow helps, but no bloodlines)
Archer/skirmisher rushing; 4/5 (free wheelbarrow)
Defending: 3/5 (free wheelbarrow could mean faster stone mining)
Knight rushing: 4/5 (superior economy, but no bloodlines)
Monk rushing: 1/5 (incomplete techs, including sanctity)
CA rushing: 2/5 (no bloodlines, no husbandry. Superior economy though)
UU rushing: 1/5 (berserks are not good in castle age)
Grushing: 5/5 (cheaper warships, cheaper docks, and free wheelbarrow)
Saracens:
Dark rushing: 1/5 (no bonuses)
MAA rushing: 1/5 (same)
Trushing: 1/5 (no bonuses)
Scout rushing: 3/5 (market bonus could result in more food, but hard to pull off)
Archer/skirmisher rushing: 3/5 (market bonus won't help here, but they can demolish buildings a lot faster)
Defending: 2/5 (no bonuses with defenses)
Knight rushing: 3/5 (bloodlines, but no bonuses)
Monk rushing: 5/5 (Market trade helps with monk rushes, as well as Madrasah)
CA rushing: 4/5 (building bonus)
UU rushing: 2/5 (mamelukes can be used to counter knights, but they are not good in castle age compared to imperial)
Grushing: 5/5 (faster firing galleys)
Fast castle + fireship rush: 1/5 (grushing is better)
Persians:
Dark rushing: 4/5 (more starting resources)
MAA rushing: 4/5 (more starting resources)
Trushing: 2/5 (can get to feudal faster, but no bonuses for trushing)
Scout rushing: 3/5 (more starting resources and faster TC's but that's it)
Archer/skirmisher rushing: 3/5 (same as above)
Defending: 2/5 (no bonuses with defenses)
Knight rushing: 5/5 (faster TC and +2 attack vs archers)
Monk rushing: 1/5 (lacking many techs, including sanctity)
CA rushing: 3/5 (techs are there, but no bonuses)
UU rushing: 1/5 (war elephants are too expensive for a castle age unit)
Grushing: 4/5 (faster docks)
Fast castle + fireships: 4/5 (15% faster docks, and 2x HP on docks mean it'll take a long time for enemy to deplete your docks)
Turks:
Dark rushing: 2/5 (gold production bonus won't help much)
MAA rushing: 2/5 (same as above)
Trushing: 1/5 (gold production bonus won't help here)
Scout rushing: 2/5 (scouts don't need gold; however, they get upgraded into LC quickly once reach castle)
Archer rushing: 4/5 (faster gold production); skirmisher rushing: 1/5 (skirmishers don't use gold)
Defending: 2/5 (no bonuses with defenses)
Knight rushing: 3/5 (bloodlines, but no bonuses to help)
Monk rushing: 5/5 (faster gold production really helps here)
CA rushing: 4/5 (if they get a castle up, they can research Sipahi)
UU rushing: 4/5 (above average UU)
Grushing: 2/5 (gold mining bonus and that's it)
Fast castle + fireship rush: 2/5 (same as above)
Byzantines:
Dark rushing: 1/5 (no bonuses)
MAA rushing: 1/5 (no bonuses)
Trushing: 1/5 (no bonuses to help with trushing)
Scout rushing: 1/5 (no bloodlines, and no bonuses for scouts)
Archer rushing: 1/5 (archers don't get discount); skirmisher rushing: 5/5 (cheaper skirmishers)
Defending: 4/5 (more HP on walls and towers)
Knight rushing: 2/5 (no bloodlines, no bonuses for knights)
Monk rushing: 4/5 (full monk tree)
CA rushing: 2/5 (no bloodlines, no bonuses for CA)
Trash flood: 5/5 (cheap trash units)
UU rushing: 2/5 (cataphracts are too weak in castle age)
Grush: 2/5 (docks with more HP, but that's it)
Fast castle + fireship rush: 5/5 (20% faster attacking fireships, and Greek Fire)
Chinese:
Dark rushing: 4/5 (start with more villagers, and more food per farm)
MAA rushing: 4/5 (same as above)
Trushing: 3/5 (start with more villager, but that's it)
Scout rushing: 4/5 (more villagers, more food per farm, and discounted Bloodlines tech)
Archer/skirmisher rushing: 4/5 (more villagers, and fletching is cheaper)
Defending: 3/5 (can reach feudal age faster)
Knight rushing: 3/5 (cheaper bloodlines, but nothing else)
Monk rushing: 4/5 (monk techs are cheaper)
CA rushing: 3/5 (nothing special)
UU rushing: 3/5 (CKN's are okay in castle age, but not good enough)
Grush: 3/5 (more villagers)
Fast castle + fireship rush: 3/5 (nothing special)
Mongols:
Dark rushing: 4/5 (more food gathered with hunting bonus)
MAA rushing: 4/5 (same as above)
Trushing: 5/5 (+5 LoS on scouts, and can reach feudal age faster)
Scout rushing: 4/5 (can reach feudal age faster)
Archer/skirmisher rushing: 4/5 (can reach feudal age faster)
Defending: 3/5 (faster feudal age means earlier stone wall available, but that's it)
Knight rushing: 4/5 (bloodlines, and faster castle age if going for straight castle)
Monk rushing: 1/5 (missing a bunch of techs, including sanctity)
CA rushing: 5/5 (faster firing CA's)
UU rushing: 4/5 (now in AoFE, Mangudai's fire faster, making them solid units)
Grush: 3/5 (can get to feudal age faster, but nothing else to help them)
Fast castle + fireships: 3/5 (fast castle, but nothing else to help them)
Japanese:
Dark rushing: 3/5 (cheaper collection sites allow for earlier Hunting Dogs, but infantry bonus doesn't kick in until feudal)
MAA rushing: 5/5 (infantry bonus)
Trushing: 3/5 (no bonuses for tower rushes)
Scout rushing: 4/5 (bloodlines, and cheaper mills means greater likelihood of deer hunting, so hence, more food)
Archer/skirmisher rushing: 4/5 (collection site bonus, and can reach feudal age relative faster)
Defending: 3/5 (no bonuses to help)
Knight rushing: 4/5 (bloodlines, and cheaper collection site bonus can help)
Monk rushing: 4/5 (full tech tree, but that's it)
CA rushing: 4/5 (full tech tree for CA, and cheaper collection site bonus helps)
UU rushing: 2/5 (samurais aren't so good in castle age)
Grush: 4/5 (cheaper collection sites, and galleys with +50% more LoS)
Fast castle + fireships: 4/5 (can do a fast castle with faster gathering fishing ships and cheaper mills for more fish being harvested)
Koreans:
Dark rushing: 1/5 (no bonuses)
MAA rushing: 1/5 (no bonuses)
Trushing: 5/5 (villagers with +3 LoS, faster stone gathering, and faster tower building)
Scout rushing: 1/5 (no bonuses, no bloodlines)
Archer/skirmisher rushing: 1/5 (no bonuses)
Defending: 5/5 (faster wall building, faster tower building, and faster stone gathering. Also, villagers with +2 LoS)
Knight rushing: 1/5 (no bloodlines, no bonuses)
Monk rushing: 2/5 (missing techs)
CA rushing: 1/5 (no bonuses, and missing bloodlines)
UU rushing: 3/5 (war wagons are good, but they cost way too much)
UU rush: 1/5 (no bonuses to help)
Fast castle + fireship rush: 1/5 (same as above)
Fast castle + castle drop + turtle ship rush: 4/5 (a viable strategy, now with the turtle ship cost being reduced)
Italians:
Dark rushing: 1/5 (no bonuses)
MAA rushing: 2/5 (50 more food may help for another MAA, but that's it)
Trushing: 2/5 (no bonuses to help, aside from 50 food saved from age advancement, which isn't enough)
Scout rushing: 3/5 (bloodlines, and 50 food saved from age advancement may help)
Archer/skirmisher rushing: 2/5 (50 food saved from age advancement may help, but that's it)
Defending: 2/5 (no bonuses to help)
Knight rushing: 4/5 (bloodlines, fast castle age advancement, and 100 resources saved from age advancement to castle age may allow for one more knight)
Monk rushing: 4/5 (full tech and can reach castle age relatively faster)
CA rushing: 3/5 (thumb ring and bloodlines, and can reach castle age relatively faster)
UU rushing: 5/5 (genoese crossbowmen, when fully upgraded in castle age, have very few counters)
Grush: 3/5 (cheaper age advancement, and +2 LoS on fishing ships, but that's it)
Fast castle + war galley rush: 4/5 (50% cheaper upgrade and tech costs)
Indians:
Dark rushing: 5/5 (cheaper villagers = more resources saved to make militia)
MAA rushing: 5/5 (same as above)
Trushing: 3/5 (cheaper villager but that's it)
Scout rushing: 4/5 (cheaper villagers allows for more scouts to be made)
Archer/skirmisher rushing: 4/5 (cheaper villagers allow for faster age advancement, and faster gathering of resources)
Defending: 3/5 (can get to feudal age sooner, but no other bonuses to help with defense)
Knight rushing: 0/5 (no knights)
Monk rushing: 4/5 (full techs except atonement, and cheaper villagers)
CA rushing: 4/5 (cheaper villagers allow for faster castle age advancement)
UU rushing: 1/5 (like war elephants, elephant archers cost way too much in castle age)
Grush: 4/5 (faster fishing and cheaper villagers allow for faster feudal time, and more villagers can be placed on wood instead of food, so more ships)
Fast castle + fireship rush: 5/5 (faster fishing combine with cheaper villagers allow for insane fast castling speed on water maps. And villager prices just get cheaper)
Magyars:
Dark rushing: 1/5 (no bonuses)
MAA rushing: 3/5 (if a blacksmith is built immediately after, then free forging will help, but most players would probably save blacksmith for later)
Trushing: 3/5 (villager bonus vs wolves mean more HP on villagers when they get to enemy's base, but that's it)
Scout rushing: 5/5 (cheaper scouts, and free forging)
Archer/skirmisher rushing: 3/5 (+2 LoS on archers, but no other bonuses for archer/skirmisher rushes)
Defending: 3/5 (wolf bonus means less villager deaths while building, but that's it)
Knight rushing: 5/5 (free iron casting)
Monk rushing: 2/5 (missing techs)
CA rushing: 3/5 (no bonuses to help with CA rushes)
UU rushing: 3/5 (EMH's rock later when gold start to run out; in castle age, gold is easier to accumulate than food, making knights the better unit)
Grush: 1/5 (no bonuses, and no wolves are found on water maps)
Fast castle + fireship: 1/5 (same as above)
Slavs:
Dark rushing: 2/5 (+5 pop space for barracks, but that's it)
MAA rushing: 3/5 (+2 LoS on MAA is good, but not enough)
Trushing: 1/5 (no bonuses with trushes)
Scout rushing: 4/5 (slightly faster farms help, and so would +10 pop space for barracks and stable, saving 50 wood in the process)
Archer/skirmisher rushing: 3/5 (a total of 75 wood is saved from building houses, and faster farms may help a bit but that's it)
Knight rushing: 3/5 (bloodlines, and can reach castle age slightly faster, but that's it)
Monk rush: 4/5 (if they research Orthodoxy, then their monks will be harder to kill)
CA rushing: 3/5 (no bonuses to help, aside form farm bonus, which doesn't help that much)
Siege rush: 4/5 (a viable option because their siege units are cheaper)
UU rush: 5/5 (boyars rock in castle age; they may be weak to archers, but their 12 attack makes up for it)
Grush: 1/5 (no bonuses)
Fast castle + fireships: 2/5 (farm bonus is insignificant)
Aztecs:
Dark rushing: 5/5 (+50 more gold)
MAA rushing: 5/5 (+50 more gold)
Trushing: 3/5 (more LoS on eagle scouts compared to scouts, but that's it)
Scout rushing; 0/5
Archer/skirmisher rushing: 4/5 (greater production speed)
Defending: 4/5 (greater production speed for spearmen or skirmishers)
Knight rushing: 0/5
Monk rushing: 5/5 (greater production speed, and more HP)
CA rushing: 0/5
UU rushing: 2/5 (jaguars are not good in castle age)
Grushing: 4/5 (faster docks)
Fast castle + fireships: 2/5 (faster docks, but they lack demo ships and they cannot last past Castle age)
Mayans:
Dark rushing: 4/5 (more resources)
MAA rushing:4/5 (more resources)
Trushing: 3/5 (more LoS on eagle scouts, but that's it)
Scout rushing: 0/5
Archer/skirmisher rushing: 5/5 (more resources, and cheaper archers)
Defending: 4/5 (cheaper walls)
Knight rushing: 0/5
Monk rushing: 2/5 (incomplete techs)
CA rushing: 0/5
UU rushing: 4/5 (plumed archers rock in castle age)
Grushing: 3/5 (more resources and that's it)
Fast castle + fireships: 3/5 (more resources and that's it)
Incas:
Dark rushing: 4/5 (start with a turkey)
MAA rushing: 4/5 (start with a turkey)
Trushing: 5/5 (villagers that benefit from blacksmith, and cheap towers. Also, eagle scouts with more LoS)
Scout rushing: 0/5
Archer/skirmisher rushing: 4/5 (less need for houses allows for more ranges to be built)
Defending: 4/5 (cheaper towers)
Knight rushing: 0/5
Monk rushing: 3/5 (redemption, but no ferver)
CA rushing: 0/5
Castle drop: 4/5 (cheaper castles)
UU rushing: 3/5 (kamayuks help with countering knights, but that's it)
Grushing: 3/5 (house bonus and that's it)
Fast castle + fireship: 3/5 (same as above)
Celts:
Dark rushing: 5/5 (faster infantry and lumberjack bonus allows barracks to be built earlier)
MAA rushing: 5/5 (same as above)
Trushing: 2/5 (nothing special)
Scout rushing: 2/5 (no bloodlines)
Archer/skirmisher rushing: 4/5 (lumberjack bonus allows for more archers or skirmishers to be produced)
Defending: 3/5 (lumberjack bonus = more palisades, but that's it)
Knight rushing: 3/5 (no bloodlines)
Monk rushing: 2/5 (incomplete techs)
CA rushing: 1/5 (no bloodlines, no thumb ring)
UU rushing: 3/5 (woad raiders are decent in castle age, but they're not that strong)
Grushing: 4/5 (faster woodcutting)
Fast castle + fireship: 3/5 (same as above, but they cannot fast castle as well as the others)
Britons:
Dark rushing: 4/5 (sheep bonus = more food for infantry)
MAA rushing: 4/5 (same as above)
Trushing: 3/5 (faster feudal, but that's it)
Scout rushing: 2/5 (no bloodlines)
Archer/skirmisher rushing: 5/5 (faster archery ranges)
Defending: 3/5 (nothing special, but can get to feudal sooner)
Knight rushing: 3/5 (no bloodlines)
Monk rushing: 2/5 (incomplete techs)
CA rushing: 1/5 (no bloodlines, no thumb ring)
UU rushing: 4/5 (above average UU)
Grushing: 3/5 (can reach feudal age faster, but that's it)
Fast castle + fireship: 3/5 (same as above)
Franks:
Dark rushing: 4/5 (berry bonus = more food for infantry)
MAA rushing: 4/5 (same as above)
Trushing: 1/5 (no bonus to help with trushing)
Scout rushing: 3/5 (berry bonus = more food. No bloodlines, however)
Archer/skirmisher rushing: 2/5 (no bonuses to help, but can get to feudal relatively quick)
Defending: 2/5 (nothing special)
Knight rushing: 5/5 ("free bloodlines")
Monk rushing: 2/5 (incomplete techs)
CA rushing: 1/5 (no bloodlines, no thumb ring)
Castle drop: 4/5 (cheap castles)
UU rushing: 2/5 (TA's are not good in castle age)
Grushing: 2/5 (berry bonus won't help that much)
Fast castle + fireship: 4/5 (can get a fast castle age time with the berry bonus)
Teutons:
Dark rushing: 2/5 (no bonuses to help)
MAA rushing: 2/5 (same as above)
Trushing: 4/5 (+5 garrison for towers but that's it)
Scout rushing: 4/5 (cheaper farms = more food for scout rush)
Archer/skirmisher rushing: 3/5 (cheaper farms help with laying down more ranges)
Defending: 5/5 (TC that garrison +5 villagers, and towers with +10 garrison capacity)
Knight rushing: 4/5 (monk resistance bonus)
Monk rushing: 4/5 (full monk tech tree but no bonuses)
CA rushing: 1/5 (no thumb ring, no husbandry)
UU rushing: 4/5 (80 HP teutonic knights with 7 armour is very good)
Grushing: 1/5 (no bonuses to help)
Fast castle + fireship: 3/5 (most players don't use too many farms in water maps)
Spanish:
Dark rushing: 2/5 (faster building of raxes but that's it)
MAA rushing: 2/5 (same as above)
Trushing: 4/5 (faster tower build)
Scout rushing: 2/5 (faster building and that's it)
Archer rushing: 2/5 (faster building and that's it, but in castle age they cannot be upgraded); Skirmisher rushing: 3/5 (faster building and that's it; reason why it's 3 and not 2 is because most people build more than one ranges in feudal age)
Defending: 5/5 (build walls and towers faster)
Knight rushing: 4/5 (gold-free blacksmith techs)
Monk rushing: 4/5 (full monk tech tree and UT, which doesn't seem to work at the moment)
CA rushing: 3/5 (no bonuses to help)
UU rushing: 5/5 (best castle age UU in the game)
Grushing: 2/5 (faster building of docks and that's it)
Fast castle + fireship rush: 2/5 (same as above)
Goths:
Dark rushing: 3/5 (faster barracks, but discount bonus doesn't apply to dark age yet)
MAA rushing: 5/5 (cheap infantry, and faster barracks)
Trushing: 1/5 (no bonuses to help)
Scout rushing: 2/5 (bloodlines, but no bonuses)
Archer/skirmisher rushing: 1/5 (no bonuses)
Defending: 1/5 (no stone wall)
Knight rushing: 3/5 (bloodlines, but no bonuses to help)
Monk rushing: 2/5 (incomplete techs)
CA rushing: 3/5 (no bonuses to help)
UU rushing: 5/5 (huskarls don't have much counters in castle age)
Grushing: 1/5 (no bonuses)
Other water tactics: 1/5 (no bonuses)
Huns:
Dark rushing: 3/5 (no housing bonus, but that's it)
MAA rushing: 3/5 (same as above)
Trushing: 2/5 (no housing bonus, but that's it)
Scout rushing: 5/5 (no housing bonus, and faster stables)
Archer/skirmisher rushing: 4/5 (no housing bonus helps with massing archers and skirmishers)
Defending: 1/5 (no stone wall)
Knight rushing: 5/5 (faster stables and no housing bonus)
Monk rushing: 2/5 (incomplete techs)
CA rushing: 5/5 (cheaper CA's and no housing bonus)
UU rushing: 1/5 (tarkans are not good in castle age)
Grushing: 5/5 (no-house bonus helps immensely, and it saves wood)
Vikings:
Dark rushing: 1/5 (no bonuses in dark age)
MAA rushing: 4/5 (infantry with 5 more HP)
Trushing: 4/5 (free wheelbarrow allows for faster moving villagers)
Scout rushing: 3/5 (free wheelbarrow helps, but no bloodlines)
Archer/skirmisher rushing; 4/5 (free wheelbarrow)
Defending: 3/5 (free wheelbarrow could mean faster stone mining)
Knight rushing: 4/5 (superior economy, but no bloodlines)
Monk rushing: 1/5 (incomplete techs, including sanctity)
CA rushing: 2/5 (no bloodlines, no husbandry. Superior economy though)
UU rushing: 1/5 (berserks are not good in castle age)
Grushing: 5/5 (cheaper warships, cheaper docks, and free wheelbarrow)
Saracens:
Dark rushing: 1/5 (no bonuses)
MAA rushing: 1/5 (same)
Trushing: 1/5 (no bonuses)
Scout rushing: 3/5 (market bonus could result in more food, but hard to pull off)
Archer/skirmisher rushing: 3/5 (market bonus won't help here, but they can demolish buildings a lot faster)
Defending: 2/5 (no bonuses with defenses)
Knight rushing: 3/5 (bloodlines, but no bonuses)
Monk rushing: 5/5 (Market trade helps with monk rushes, as well as Madrasah)
CA rushing: 4/5 (building bonus)
UU rushing: 2/5 (mamelukes can be used to counter knights, but they are not good in castle age compared to imperial)
Grushing: 5/5 (faster firing galleys)
Fast castle + fireship rush: 1/5 (grushing is better)
Persians:
Dark rushing: 4/5 (more starting resources)
MAA rushing: 4/5 (more starting resources)
Trushing: 2/5 (can get to feudal faster, but no bonuses for trushing)
Scout rushing: 3/5 (more starting resources and faster TC's but that's it)
Archer/skirmisher rushing: 3/5 (same as above)
Defending: 2/5 (no bonuses with defenses)
Knight rushing: 5/5 (faster TC and +2 attack vs archers)
Monk rushing: 1/5 (lacking many techs, including sanctity)
CA rushing: 3/5 (techs are there, but no bonuses)
UU rushing: 1/5 (war elephants are too expensive for a castle age unit)
Grushing: 4/5 (faster docks)
Fast castle + fireships: 4/5 (15% faster docks, and 2x HP on docks mean it'll take a long time for enemy to deplete your docks)
Turks:
Dark rushing: 2/5 (gold production bonus won't help much)
MAA rushing: 2/5 (same as above)
Trushing: 1/5 (gold production bonus won't help here)
Scout rushing: 2/5 (scouts don't need gold; however, they get upgraded into LC quickly once reach castle)
Archer rushing: 4/5 (faster gold production); skirmisher rushing: 1/5 (skirmishers don't use gold)
Defending: 2/5 (no bonuses with defenses)
Knight rushing: 3/5 (bloodlines, but no bonuses to help)
Monk rushing: 5/5 (faster gold production really helps here)
CA rushing: 4/5 (if they get a castle up, they can research Sipahi)
UU rushing: 4/5 (above average UU)
Grushing: 2/5 (gold mining bonus and that's it)
Fast castle + fireship rush: 2/5 (same as above)
Byzantines:
Dark rushing: 1/5 (no bonuses)
MAA rushing: 1/5 (no bonuses)
Trushing: 1/5 (no bonuses to help with trushing)
Scout rushing: 1/5 (no bloodlines, and no bonuses for scouts)
Archer rushing: 1/5 (archers don't get discount); skirmisher rushing: 5/5 (cheaper skirmishers)
Defending: 4/5 (more HP on walls and towers)
Knight rushing: 2/5 (no bloodlines, no bonuses for knights)
Monk rushing: 4/5 (full monk tree)
CA rushing: 2/5 (no bloodlines, no bonuses for CA)
Trash flood: 5/5 (cheap trash units)
UU rushing: 2/5 (cataphracts are too weak in castle age)
Grush: 2/5 (docks with more HP, but that's it)
Fast castle + fireship rush: 5/5 (20% faster attacking fireships, and Greek Fire)
Chinese:
Dark rushing: 4/5 (start with more villagers, and more food per farm)
MAA rushing: 4/5 (same as above)
Trushing: 3/5 (start with more villager, but that's it)
Scout rushing: 4/5 (more villagers, more food per farm, and discounted Bloodlines tech)
Archer/skirmisher rushing: 4/5 (more villagers, and fletching is cheaper)
Defending: 3/5 (can reach feudal age faster)
Knight rushing: 3/5 (cheaper bloodlines, but nothing else)
Monk rushing: 4/5 (monk techs are cheaper)
CA rushing: 3/5 (nothing special)
UU rushing: 3/5 (CKN's are okay in castle age, but not good enough)
Grush: 3/5 (more villagers)
Fast castle + fireship rush: 3/5 (nothing special)
Mongols:
Dark rushing: 4/5 (more food gathered with hunting bonus)
MAA rushing: 4/5 (same as above)
Trushing: 5/5 (+5 LoS on scouts, and can reach feudal age faster)
Scout rushing: 4/5 (can reach feudal age faster)
Archer/skirmisher rushing: 4/5 (can reach feudal age faster)
Defending: 3/5 (faster feudal age means earlier stone wall available, but that's it)
Knight rushing: 4/5 (bloodlines, and faster castle age if going for straight castle)
Monk rushing: 1/5 (missing a bunch of techs, including sanctity)
CA rushing: 5/5 (faster firing CA's)
UU rushing: 4/5 (now in AoFE, Mangudai's fire faster, making them solid units)
Grush: 3/5 (can get to feudal age faster, but nothing else to help them)
Fast castle + fireships: 3/5 (fast castle, but nothing else to help them)
Japanese:
Dark rushing: 3/5 (cheaper collection sites allow for earlier Hunting Dogs, but infantry bonus doesn't kick in until feudal)
MAA rushing: 5/5 (infantry bonus)
Trushing: 3/5 (no bonuses for tower rushes)
Scout rushing: 4/5 (bloodlines, and cheaper mills means greater likelihood of deer hunting, so hence, more food)
Archer/skirmisher rushing: 4/5 (collection site bonus, and can reach feudal age relative faster)
Defending: 3/5 (no bonuses to help)
Knight rushing: 4/5 (bloodlines, and cheaper collection site bonus can help)
Monk rushing: 4/5 (full tech tree, but that's it)
CA rushing: 4/5 (full tech tree for CA, and cheaper collection site bonus helps)
UU rushing: 2/5 (samurais aren't so good in castle age)
Grush: 4/5 (cheaper collection sites, and galleys with +50% more LoS)
Fast castle + fireships: 4/5 (can do a fast castle with faster gathering fishing ships and cheaper mills for more fish being harvested)
Koreans:
Dark rushing: 1/5 (no bonuses)
MAA rushing: 1/5 (no bonuses)
Trushing: 5/5 (villagers with +3 LoS, faster stone gathering, and faster tower building)
Scout rushing: 1/5 (no bonuses, no bloodlines)
Archer/skirmisher rushing: 1/5 (no bonuses)
Defending: 5/5 (faster wall building, faster tower building, and faster stone gathering. Also, villagers with +2 LoS)
Knight rushing: 1/5 (no bloodlines, no bonuses)
Monk rushing: 2/5 (missing techs)
CA rushing: 1/5 (no bonuses, and missing bloodlines)
UU rushing: 3/5 (war wagons are good, but they cost way too much)
UU rush: 1/5 (no bonuses to help)
Fast castle + fireship rush: 1/5 (same as above)
Fast castle + castle drop + turtle ship rush: 4/5 (a viable strategy, now with the turtle ship cost being reduced)
Italians:
Dark rushing: 1/5 (no bonuses)
MAA rushing: 2/5 (50 more food may help for another MAA, but that's it)
Trushing: 2/5 (no bonuses to help, aside from 50 food saved from age advancement, which isn't enough)
Scout rushing: 3/5 (bloodlines, and 50 food saved from age advancement may help)
Archer/skirmisher rushing: 2/5 (50 food saved from age advancement may help, but that's it)
Defending: 2/5 (no bonuses to help)
Knight rushing: 4/5 (bloodlines, fast castle age advancement, and 100 resources saved from age advancement to castle age may allow for one more knight)
Monk rushing: 4/5 (full tech and can reach castle age relatively faster)
CA rushing: 3/5 (thumb ring and bloodlines, and can reach castle age relatively faster)
UU rushing: 5/5 (genoese crossbowmen, when fully upgraded in castle age, have very few counters)
Grush: 3/5 (cheaper age advancement, and +2 LoS on fishing ships, but that's it)
Fast castle + war galley rush: 4/5 (50% cheaper upgrade and tech costs)
Indians:
Dark rushing: 5/5 (cheaper villagers = more resources saved to make militia)
MAA rushing: 5/5 (same as above)
Trushing: 3/5 (cheaper villager but that's it)
Scout rushing: 4/5 (cheaper villagers allows for more scouts to be made)
Archer/skirmisher rushing: 4/5 (cheaper villagers allow for faster age advancement, and faster gathering of resources)
Defending: 3/5 (can get to feudal age sooner, but no other bonuses to help with defense)
Knight rushing: 0/5 (no knights)
Monk rushing: 4/5 (full techs except atonement, and cheaper villagers)
CA rushing: 4/5 (cheaper villagers allow for faster castle age advancement)
UU rushing: 1/5 (like war elephants, elephant archers cost way too much in castle age)
Grush: 4/5 (faster fishing and cheaper villagers allow for faster feudal time, and more villagers can be placed on wood instead of food, so more ships)
Fast castle + fireship rush: 5/5 (faster fishing combine with cheaper villagers allow for insane fast castling speed on water maps. And villager prices just get cheaper)
Magyars:
Dark rushing: 1/5 (no bonuses)
MAA rushing: 3/5 (if a blacksmith is built immediately after, then free forging will help, but most players would probably save blacksmith for later)
Trushing: 3/5 (villager bonus vs wolves mean more HP on villagers when they get to enemy's base, but that's it)
Scout rushing: 5/5 (cheaper scouts, and free forging)
Archer/skirmisher rushing: 3/5 (+2 LoS on archers, but no other bonuses for archer/skirmisher rushes)
Defending: 3/5 (wolf bonus means less villager deaths while building, but that's it)
Knight rushing: 5/5 (free iron casting)
Monk rushing: 2/5 (missing techs)
CA rushing: 3/5 (no bonuses to help with CA rushes)
UU rushing: 3/5 (EMH's rock later when gold start to run out; in castle age, gold is easier to accumulate than food, making knights the better unit)
Grush: 1/5 (no bonuses, and no wolves are found on water maps)
Fast castle + fireship: 1/5 (same as above)
Slavs:
Dark rushing: 2/5 (+5 pop space for barracks, but that's it)
MAA rushing: 3/5 (+2 LoS on MAA is good, but not enough)
Trushing: 1/5 (no bonuses with trushes)
Scout rushing: 4/5 (slightly faster farms help, and so would +10 pop space for barracks and stable, saving 50 wood in the process)
Archer/skirmisher rushing: 3/5 (a total of 75 wood is saved from building houses, and faster farms may help a bit but that's it)
Knight rushing: 3/5 (bloodlines, and can reach castle age slightly faster, but that's it)
Monk rush: 4/5 (if they research Orthodoxy, then their monks will be harder to kill)
CA rushing: 3/5 (no bonuses to help, aside form farm bonus, which doesn't help that much)
Siege rush: 4/5 (a viable option because their siege units are cheaper)
UU rush: 5/5 (boyars rock in castle age; they may be weak to archers, but their 12 attack makes up for it)
Grush: 1/5 (no bonuses)
Fast castle + fireships: 2/5 (farm bonus is insignificant)