Many players who have been around for a while have experimented with the British FI. The 2 and 3 rocket cards can decimate Fortress armies, even cavalry, and even a few culverins aren't enough to stop them. However, the trick is getting to Industrial fast enough to dominate an opponent's small-ish army, without getting crushed in the meantime. All of the FI strats posted on this site either are all-out FI with no military whatsoever before Industrial, or semi-FI making troops in Fortress before hitting Industrial at 14-15 minutes. My strat below is a compromise between those two approaches, giving
both enough defense to head off an early Fortress attack, and a fast enough Industrial to do real damage.The goal: Industrial 11:30-12:00 with 8 highlanders+fort, or highlanders+2 falcs, with 3 Industrial shipments ready immediately thereafter.
Required cards: Virginia Company, Glorious Revolution, 1000G, fort.
Highly recommended cards: 3 rockets, 2 rockets, factories, estates, falcs, yeoman, merc army, 8 vils
The BO:
Discovery Age: The Discovery age build-up is basically a manor boom fueled by Virginia Company. Send first 6 vils to hunt to keep vil production constant. Build 1 house at start. New vils go to wood. First card is Virginia Company. As soon as it arrives, build as many houses as you can, and keep building houses up to a pop cap of 70. Your explorer's main goal should be to find wood treasures, as this will allow you to build more houses. After Virginia Company arrives, new vils go to food, and switch all but 4 wood vils to food. Once you've made your houses, send wood vils to food as well. Click on age-up with 23 vils at 4:30-5:00, for a 6:00-6:30 Colonial. Use the 500F politician. Save your second shipment. Transition: Move 16 villagers to gold, leave the rest on food. You should have 700-800F and 900-1000G when you arrive in Colonial at 6:00. Colonial: Take 5 vils off of gold and gather the food crate. Aim to age-up no later than 6:30 for an 8:00 Fortress. If you got food treasures and will easily overshoot your needs, you can make 1 vil only in Colonial, otherwise don't make any. Research Glorious Revolution as your second card. Pick either the 400W/caravel or the 2pike/5Lbow politician; it's not crucial to the strategy which you choose. I like the 400W for more manors, but do what you think you need to do.
Transition: Your goals during the transition to Fortress are to gather 250W for a church, 1K food for Black Watch, and 200G, in that order. This requires some quick micro of your villagers and can be tough to master. If you are lucky and still have hunts near your TC, you'll need 12-14 vils on hunting. The rest go on wood until you have 250W for a church; this must be built before you reach fortress. Then send 3-4 vils to gold and the rest of your wood villagers are re-tasked to food. Once you have 200G, the gold villagers go to food as well. Fortress: You should have arrived in Fortress ~8:00 with 1000F, a church, and a shipment ready. Send Black Watch and your first shipment. This should either be 2 falcs or a fort. If you don't think you'll be attacked prior to the fort foundation getting built, send this. Otherwise, send 2 falcs. Use the Black Watch +/- MM and TC fire to push back any early Fortress attack. Your second shipment should come soon after your first arrives. Send 1000G. If you have herdables, eat them as fast as possible to speed things up. Make no villagers. Click age-up between 9:30-10:30, depending on food treasures and herdables. Choose the 1000G politician. Transition: Your goals during the transition to Industrial are to 1) not die, 2) keep your Black Watch alive, 3) have 500G saved up when you hit Industrial, and 4) have some anti-cav produced. Your fort is handy for this so you don't need a stable. If you chose the 400W politician for Fortress, build 4 more manors for more villagers. Alternatively, you could build 1 manor+TP with the wood; I'm still experimenting with this approach. Your villagers should be split with about 16-18 on gold, the rest on food. If you are out of hunts, consider far hunting vs. building a farm or use berries. Build as many dragoons as you can afford. You should hit Industrial with 24-28 villagers, 8 Black Watch, 3-4 dragoons, a fort and a shipment. Industrial: When you first arrive in Industrial, you should have 1 shipment ready. Send 3 rockets. Gather the 1000G crates. As soon as you have 1500G, research mercantilism. This should give you another 3 shipments, which turn into 2 rockets and two factories. By the time the factories arrive, you'll have another shipment available.At this point, it's about 13:00 into the game. You have 8 Black Watch, 3-4 dragoons, and 5 rockets. Now you're ready to take the offensive and open up a can of whoopass with your rockets. From here, keep your rockets protected and counter whatever they're doing. Dragoons/Lbows/rockets is a nearly impossible combination to stop if you have decent micro. Future shipments are up to you, but after the 2 factories are up producing rockets, I'll either send merc army or estates, but it really depends on the situation.
Pros of this strategy: Leverage British economy into quick Industrial with superior technology. Some defense to prevent a delayed FF from rolling over your town. Can be converted to a FF if you are under heavy pressure. Excellent follow-up econ; you probably have more villagers than any other non-British opponent and can continue to make units if your initial attack gets exhausted.
Cons of this strategy: Extremely vulnerable to a rush with a 6:00 Colonial time. A quick FF attack that takes down the fort could be disasterous. Requires somewhat intense villager re-allocation.
Thoughts and comments appreciated; flames and stupid comments along the lines of "if I knew you were going to FI, of course I'd rush you and you'd die" will be ignored.
Machiavelli_IUB
[This message has been edited by Machiavelli_IUB (edited 07-21-2006 @ 04:13 PM).]