Build Order Reference (PDF)

United KingdomCicero

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Jul 9, 2017
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#1
All of the most important build orders, plus many more, collected in one PDF that is easy to follow and convenient for players to refer back to.

The starting point for many of these were the excellent video guides by St4rk which you can find here.

Last update: 07/01/19
 

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GermanyKing_Marv

Longswordman
May 27, 2016
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#6
The BO for fc castle drop is not ideal.

I can provide you arena BO for some strats:

Normal monk rush
Super fast monk rush with Saracens
Fi 19:30 min with byz
Direct 4 tc with Brit
Etc :smile:
 
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#8
definitely missing meso civ build orders here: especially those where you start massing eagles in late feudal, or even those that go straight into eaglescouts
 
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United KingdomCicero

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Jul 9, 2017
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#9
The BO for fc castle drop is not ideal.

I can provide you arena BO for some strats:

Normal monk rush
Super fast monk rush with Saracens
Fi 19:30 min with byz
Direct 4 tc with Brit
Etc :smile:
I shortened ST4RK''s castle drop build by 1 vil, but I think its more a build for Mayan/Spanish pocket on Arabia, than for Arena where you are more likely to do a low eco ~26+2 pop castle drop.
Those sound like good builds to include if you want to let me know :smile:
A generic FI would be nice to have as well as the Byz.
(I might put the Arena builds together in a separate document.)

10 on gold for 2 ranges archers and only 6 for kts?
This is taken from ST4RK's videos. I believe it's because (1) you start producing from ranges straight away, whereas you will accumulate gold for knights while advancing to castle and (2) you probably won't have the food eco to support producing from 2 stables constantly after going to castle, whereas ranges can and generally should be kept working indefinitely. You can send more villagers to gold after reaching castle if going 1 TC, 2 stable. (Also, if going Feudal later with more vils rather than going straight from scouts into knights, you could have more vils on gold.)

definitely missing meso civ build orders here: especially those where you start massing eagles in late feudal, or even those that go straight into eaglescouts
Also sound like good builds - hopefully ST4RK will make a vid :smile:
 
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GermanyKing_Marv

Longswordman
May 27, 2016
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Germany
#10
I shortened ST4RK''s castle drop build by 1 vil, but I think its more a build for Mayan/Spanish pocket on Arabia, than for Arena where you are more likely to do a low eco ~26+2 pop castle drop.
Those sound like good builds to include if you want to let me know :smile:
A generic FI would be nice to have as well as the Byz.
(I might put the Arena builds together in a separate document.)
oh you can go for a 27+2 FC Castle drop on arabia pocket aswell its no problem. Its the same Bo than for arena except that you skip loom on arena :smile:
 

United KingdomCicero

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Jul 9, 2017
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#11
oh you can go for a 27+2 FC Castle drop on arabia pocket aswell its no problem. Its the same Bo than for arena except that you skip loom on arena :smile:
In that case I'll probably replace it with the 26-27+2 pop build for castle drop which I have.
(ST4RK's build is 29+2, but I suppose its quite easy to just add a few more villagers if you want more eco, or just need to wall a bit.)
 
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Ireland_Melkor

Two handed swordman
Jun 20, 2011
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#12
10 on gold for 2 ranges archers and only 6 for kts?
6 on gold is the perfect amount for 2 stables in tg as pkt. 5 is enough to make 2 + 2 + 2 kts smoothly and then only 1 stable produces. 6 allows 8 kts and then 1 stable only can produce. You rarely make more than 8 kts with 2 stables ad constant production early as a fc in tg. Unless you agreed to go hoang style beforehand..
 

SpainPoxo

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#13
Then maybe it should be specified that the kts BO is meant for just making a few kts and not constant production, like an archer build.

Afaik constant archer production is like 3~4 on gold and kts is 6~8, depending on upgrades and civ bonus.
 

Ireland_Melkor

Two handed swordman
Jun 20, 2011
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#14
Then maybe it should be specified that the kts BO is meant for just making a few kts and not constant production, like an archer build.

Afaik constant archer production is like 3~4 on gold and kts is 6~8, depending on upgrades and civ bonus.
3/4 on gold for constant double range archer production are you kidding? 11.
Need 7 minimum to be safe. An better to have more for upgrades every now and then.
 

United KingdomCicero

Well Known Pikeman
Jul 9, 2017
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#18
Then maybe it should be specified that the kts BO is meant for just making a few kts and not constant production, like an archer build.

Afaik constant archer production is like 3~4 on gold and kts is 6~8, depending on upgrades and civ bonus.
Sure, I might add a short write-up before each build to explain the aim/purpose of each build.
 

United KingdomCicero

Well Known Pikeman
Jul 9, 2017
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#19
Updated the file in the initial post, with:
- a few more builds added (eagles scouts, [email protected] - eagles, grush, generic fc)
- slight changes to some of the existing builds
- short descriptions of each build
- appendix on eco upgrades

I decided I probably won't try to include Arena, because there are a lot of different civ-specific builds and as a non-arena player, I don't have the motivation to test them all.

Suggestions welcome :smile:
 
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United StatesJoshuaR

Known Member
Oct 11, 2013
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#21
Amazing work. I love the way you organized the tables to show WHERE the new vills go and also WHERE the old villagers still are and WHERE they should move during age upgrades.
 
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United KingdomCicero

Well Known Pikeman
Jul 9, 2017
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#22
Updated with various civ-specific builds added, including Mongols/Khmer/Franks scout rush, Malay builds, Khmer FC and (against my better judgement) Korean Tower rush. Minor changes made elsewhere also. Criticism welcome.

If anyone has suggestions for important civ-specific builds let me know (non-arena, at least for now). Ideally with linked examples :smile:
 
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NetherlandsDirkjan

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#23
Very nice document! May I suggest adding a 25+2 build for fast castle, the one where you take 30 gold and sell 100 wood in feudel age? I liked this build for BF when I knew I had to go up early. I dont remember if you need deer but I think it also works with 6-7 farms or so if pushing deer isnt possible. The advantage is that you save 100 wood on a mining camp and you dont need gold (or stone) since you just do 3 tcs.
 
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GermanyAceW

Active Member
May 30, 2018
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#25
Thank you very much.

Nice to have build orders not just for the usual suspects like archers, fc or scouts
 
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