Good strategy for flanks in team games for civs with a strong monastery. Below build is optimised for the scenario requirements which is very gold-heavy, but you will want more on wood/farms if adding pikes for example. See link below for an in-depth guide - this uses a different build with -1 pop in Dark age, but the same Imperial time. That build requires more market abuse, but may be preferable if you end up needing the castle up sooner to defend.
Build Order | ||||
---|---|---|---|---|
6 on sheep | 6 | |||
4 on wood | 4 | 6 | ||
1 lure boar | 4 | 7 | ||
3 on berries | 4 | 10 | ||
+3 on boar, + farms | 4 | 13 | ||
+4 on wood (8) [2nd LC] | 8 | 13 | ||
5 on gold | 8 | 13 | 5 | |
4 on stone | 8 | 13 | 5 | 4 |
Advancing to Feudal | ||||
↑10 farms | ||||
Feudal | ||||
Build market + blacksmith | ||||
+1 on gold, +1 on stone | 8 | 13 | 6 | 5 |
Advancing to Castle | ||||
Double-bit axe + gold mining | ||||
Castle | ||||
Build castle (5 from stone) | ||||
+4 on gold [2nd MC] | ||||
Buy food as needed | ||||
Start building 3 monasteries | ||||
Advancing to Imperial | ||||
Move more from food/stone to gold [3rd MC!] | 8 | 6 | 22 | |
Make monks + 2 petards, get sancity | ||||
Imperial | ||||
Make trebs, get block printing + illumination |