The JADE
Japanese Asian Diplomatic Exchange
Ever wanted to use those funny asian icons on your map? Not sure how to use them in a rush or need a build order to help you out? Look no further! If you find yourself using bland strategies that are widely known and counterable, this strategy is for you. While the power varies by maps, it can always surprise foes who dont check for the native icon above names. This rush can be fast or average, and choices must be made. This rush utilizes the Shogunate wonder and the slew of native cards that the japanese can take advantage of.
Deck:
The important cards:
Discovery Age Colonial Age Fortress Age
Final notes: As a final note to all who read this, I would like to add that the PLACEMENT of the native settlement is probably just as important as the native itself. If you find yourself on Saguenway with cree on the other side of the map, it probably is not best to try a native rush with Huron/ far away cree as this will easily lead to an opening between your far away native hut and your undefended base.
A second note I would like to say is that there should be caution when facing a euro user; spies are currently devastating towards natives, and should be used with caution but still can be successful. Many Euro users either cant afford the cost of spies or they just attempt to make a counter to your natives without spies. Be wary though for the church! If you see it pull back and make some ashigaru to take care of them. Be sure to scout.
Records are here, at the original strat posting
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Natives and their maps
Recommended core unit natives bolded
Apache
- Texas, Sonora, Painted Desert
Ranged cavalry natives. Very powerful but small limit.
Bhakti
- Deccan, Ceylon, Himalaya
Tiger claws are excellent units to go with Chakrams on Himalayas. Gets a nice boost with tech (+50% hitpoints)
Carib
- Caribbean, Hispaniola, Orinoco
Very good core unit; strong vs infantry and great lategame. Trainable on site with tech.
Cherokee
- Bayou, Carolina, New England
Another great core unit, as well as techs. 4 vills, as well as basket weaving make for great booming on the side of a rush
Cheyenne
- Great Lakes, Great Plains, Rockies
Personally one of my favorite- Great cavalry and VERY USEFULL buffalo tech for shrines close at home. Nearly uncounterable with the x2 against cavalry supplement with yumi
Comanche
- Great Plains, Rockies, Texas
Average units, above average techs. Cav upgrades are excellent and trade language (reduces coin cost of everything) is real usefull, pays off nearly instantly
Cree
- Saguenay, Yukon
Great core unit, used as a meatshield. You can achieve many cree trackers and
great booming capability.
Huron
- Great Lakes, New England, Saguenay
Sieging unit that’s good vs ranged units. Average techs include fishing and unit limit techs for more.
Inca
- Amazonia, Andes, Araucania, Pampas
Great core army, bolas and humancas are an army in itself, techs allow for faster training, faster walking infantry with coin gather rate increase tech.
Jesuit
- Honshu and Borneo
Dragoon type unit like Apache, strong sieging tech much like Onin war
Klamath
- California, Northwest Territory
Decent Ranged infantry limited only by the amount allowed. Food tech is usefull and upgrade is a good boost.
Mapuche
- Araucania
Great Hand infantry with good siege, use the way you would Zapotec
Maya
- Orinoco, Sonora, Yucatan
Above average pikemen with healers, cloth techs allow increased farming rate and hand infantry bonus. Use like Zapotec
Navajo
- Painted Desert, Sonora
Great core unit with stealth. Gather rate helps for shrines.
Nootka
- California, Northwest Territory, Yukon
Positively amazing clubber. Nicknamed “spankers” for the way they “spank” with their clubs. Bark upgrade is great for anti raiding.
Seminole
- Bayou, Carolina
Great archer unit, great upgrades for yumis. Excellent core unit
Sufi
- Deccan, Borneo, Mongolia
Elephant unit good against LI. Techs are possibly the most amazing for economy ever, with goats shipped, villager count increased. Average unit
Shaolin
- Mongolia and Yellow River
Rodolero type unit trained; acts as pseudo cavalry. Average unit with awesome hand infantry techs
Tupi
- Orinoco, Pampas, Amzonia
Archer unit with archer upgrades for yumi’s. pet cougars are always fun to play with
Udasi
- Deccan and Himalaya
Hoop thrower (Chakram) excellent native unit, great for a core army unit, its splash make it strong. Techs aren’t too bad either
Zapotec
- Amazonia, Orinoco, Yucatan
Hand infantry suitable for sieging- see fast rush guide.
Zen
- Honshu, Yellow River, Ceylon
Pikemen unit great for rushing. Techs are good for siege and hand infantry
Proud winner of the FFA Winter Round '07!
[Judgε][Epic Thread]
My Vods:[One] [Two][Three][Four]
"with all the bling on a mandsabar you could win the game by paying the enemy to resign." IL
Ever wanted to use those funny asian icons on your map? Not sure how to use them in a rush or need a build order to help you out? Look no further! If you find yourself using bland strategies that are widely known and counterable, this strategy is for you. While the power varies by maps, it can always surprise foes who dont check for the native icon above names. This rush can be fast or average, and choices must be made. This rush utilizes the Shogunate wonder and the slew of native cards that the japanese can take advantage of.
Deck:
The important cards:
- Trade Empire - Ships a trading post rickshaw (250 wood) and strengthens as well as cheapens all future trading posts (+30% hp and -20% wood respectively)
- Native Alliance - Cheapens all natives and increases the limit (-10% cost, +20% build limit) This card allied with the Shogunate grants extremely cheap natives
- Native Crafts - More of icing on the cake rather than core strategy card, but since you already have native posts, why not get export from them? 2 of them grant around 600 export. (or 300 each)
- Native Attack - With the clever name, i'm guessing you are wondering what this card does. Surprise! Native attack increased by 30%, and a reduction in train time (-25%) as well. Excellent card to help flood your enemy's base with units.
- Yumi/Ashigaru shipments - definitely important helpers. Those five units help round out your army as well as grant it more firepower. whats not to like about this shipment?
- 600 wood - Most natives cost wood, and you can really never have enough wood. Spare wood can go towards more TPs, a consulate, Shrine booming, market + upgrades, you name it. Add in the Spanish silk road for extra effect.
- Native Alliance - Cheapens all natives and increases the limit (-10% cost, +20% build limit) This card allied with the Shogunate grants extremely cheap natives
- Standard start; all vills to crates to begin, que vill around ten seconds, then send all to berries and maybe 1 on a shrine if your explorer isn’t doing that already
- Be sure to take note of the map and its natives; obviously this makes a big difference in the effectiveness of the rush
- First shipment should be
1 Trading post rickshaw - Place it on a native socket that has the most well rounded units.
Apache- Age up with the
Shogunate
What this does for you is that it grants you a shipment and all units are cheaper. 5% cheaper I believe, which, when combined with the native allies card, makes natives a WHOLE lot cheaper to make, in every cost.- Have your vills split depending on the wood:food cost of the allies that you are using, eg if its 15 wood 85 food have your vills split around 4:1 food wood, and if it is 55 food 40 wood have them split 3:2 food wood. Don’t let yourself get housed.
- Be sure to take note of the map and its natives; obviously this makes a big difference in the effectiveness of the rush
- Once in colonial age, decide for yourself whether you want to wait for the card or make natives right off the bat.
- your third card can be yumi/ashi support if you’re facing resistance, or 600 wood for shrines/ TPs/ additional natives and their upgrades
- As the japs have no native embassy that the others have, it is important to have the TP hot keyed as a barracks is.
- Build a Consulate and ally with the isolation as soon as you have the wood, as the batch training upgrade as well as the military rickshaw will prove usefull.
- Go fort if you feel you have your enemy on edge but just cant break through.
- Be sure to ally with the most useful consulate option, as you will see why in a little while.
- your third card can be yumi/ashi support if you’re facing resistance, or 600 wood for shrines/ TPs/ additional natives and their upgrades
- Once in fort, you have the option of choosing to ship another native card, but grants you export based on how many tribes you are allied with, like the native warriors card for euros.
- A second option is to ship the native improvement card which decreases the train time and provides a second upgrade for the age ( +30% stats). Since you’ve been making natives so far why stop here?
- A second option is to ship the native improvement card which decreases the train time and provides a second upgrade for the age ( +30% stats). Since you’ve been making natives so far why stop here?
Final notes: As a final note to all who read this, I would like to add that the PLACEMENT of the native settlement is probably just as important as the native itself. If you find yourself on Saguenway with cree on the other side of the map, it probably is not best to try a native rush with Huron/ far away cree as this will easily lead to an opening between your far away native hut and your undefended base.
A second note I would like to say is that there should be caution when facing a euro user; spies are currently devastating towards natives, and should be used with caution but still can be successful. Many Euro users either cant afford the cost of spies or they just attempt to make a counter to your natives without spies. Be wary though for the church! If you see it pull back and make some ashigaru to take care of them. Be sure to scout.
______________________________________
Recommended core unit natives bolded
- Texas, Sonora, Painted Desert
Ranged cavalry natives. Very powerful but small limit.
- Deccan, Ceylon, Himalaya
Tiger claws are excellent units to go with Chakrams on Himalayas. Gets a nice boost with tech (+50% hitpoints)
- Caribbean, Hispaniola, Orinoco
Very good core unit; strong vs infantry and great lategame. Trainable on site with tech.
- Bayou, Carolina, New England
Another great core unit, as well as techs. 4 vills, as well as basket weaving make for great booming on the side of a rush
- Great Lakes, Great Plains, Rockies
Personally one of my favorite- Great cavalry and VERY USEFULL buffalo tech for shrines close at home. Nearly uncounterable with the x2 against cavalry supplement with yumi
- Great Plains, Rockies, Texas
Average units, above average techs. Cav upgrades are excellent and trade language (reduces coin cost of everything) is real usefull, pays off nearly instantly
- Saguenay, Yukon
Great core unit, used as a meatshield. You can achieve many cree trackers and
great booming capability.
- Great Lakes, New England, Saguenay
Sieging unit that’s good vs ranged units. Average techs include fishing and unit limit techs for more.
- Amazonia, Andes, Araucania, Pampas
Great core army, bolas and humancas are an army in itself, techs allow for faster training, faster walking infantry with coin gather rate increase tech.
- Honshu and Borneo
Dragoon type unit like Apache, strong sieging tech much like Onin war
- California, Northwest Territory
Decent Ranged infantry limited only by the amount allowed. Food tech is usefull and upgrade is a good boost.
- Araucania
Great Hand infantry with good siege, use the way you would Zapotec
- Orinoco, Sonora, Yucatan
Above average pikemen with healers, cloth techs allow increased farming rate and hand infantry bonus. Use like Zapotec
- Painted Desert, Sonora
Great core unit with stealth. Gather rate helps for shrines.
- California, Northwest Territory, Yukon
Positively amazing clubber. Nicknamed “spankers” for the way they “spank” with their clubs. Bark upgrade is great for anti raiding.
- Bayou, Carolina
Great archer unit, great upgrades for yumis. Excellent core unit
- Deccan, Borneo, Mongolia
Elephant unit good against LI. Techs are possibly the most amazing for economy ever, with goats shipped, villager count increased. Average unit
- Mongolia and Yellow River
Rodolero type unit trained; acts as pseudo cavalry. Average unit with awesome hand infantry techs
- Orinoco, Pampas, Amzonia
Archer unit with archer upgrades for yumi’s. pet cougars are always fun to play with
- Deccan and Himalaya
Hoop thrower (Chakram) excellent native unit, great for a core army unit, its splash make it strong. Techs aren’t too bad either
- Amazonia, Orinoco, Yucatan
Hand infantry suitable for sieging- see fast rush guide.
- Honshu, Yellow River, Ceylon
Pikemen unit great for rushing. Techs are good for siege and hand infantry
[Judgε][Epic Thread]
My Vods:[One] [Two][Three][Four]
"with all the bling on a mandsabar you could win the game by paying the enemy to resign." IL
[This message has been edited by Cookiecrisp13 (edited 12-25-2007 @ 10:14 AM).]