Malians most effective, little risk, (since trade towers and free gold eurly game, but pit mines and trade need protection)
English on 2nd, almost zero risk (little mobility, decent lategame gold, nice siege)
Malians:
Pit mine 1e building, since it represents 2to3 workers on gold (150wood cost)
Witch mean, you need to put 3 starter workers on wood, to pay 1e house for supply
Then you put 2 starter workers on sheep, and rally town center on sheep.
Scout some deer, and build farm after house, follow up with lumber camp, spam wood on house for more gold income near pit mine
Then put 2 or 3 workers on 1e landmark, that is the trade landmark.
Only civ allowed to put more workers on a landmark since nxt pit mine comes faster.
Wood gathering upgrade can be researched.
Ones all deer is expired+4sheep, you have food for landmark 2 (cows), stop food collection now, make sure you have some workers on gold for this fast timing. rest on wood
Meanwhile set up market and 2 trade towers.
Before landmark2 is complete, start cow production+little trader production, get 20asap arround landmark 2 in cattle ranch, then the food upgrades for lategame
Before the final landmark (witch you want nxt) set up research for 9/9 horse armour production, and produce 6stables. 4trade tower you want now, put 4idle workers in them.
Makes you go full attack mode on 13-14min mark in age 4 for 4v4 jolo plays with 9/9 armoured horse imune to arrows.
For the 20min mark, take all workers from gold and wood, and after 12stables, go full farms for 2.5k food per min, if they resist.
So nice! Fast and tanky, and eurly economics, since cows+workers+trade is like 3 towncentre economics, without waisting the supply. No need more then 35workers ever.
Since its 35workers+20cows+15traders+12pit mines of economics at 13min mark.
Some maps are risky, when walling becomes a issue, when allies wall but not make markets, when neutral market(favorite) is exposed.
This post was edited by Tommyvv on Mar 3 2023 12:36pm