I was thinking about creating a separate series entirely for that, something like "a build order in practice" or something. Posting a 25 min long video makes it seem scary/less approachable as a build so I try to keep it just to the build itself. I'll try and see what I can do about it!
@@HumzaCrumza For your future reference, I ended up checking out your build order videos because they were shorter than others, so you're not wrong lol
Very cool build, I'm having much fun with it past few days. Also, I like your style of videos. Liked and subbed. I found that four guys to the first lumber camp are a bit better for me. Depending on the map layout, I may need to push a deer or two, but the timber economy is so much cleaner and I don't need to stress with wood for houses and barracks when getting close to 18 pop. I tried 20 pop Scouts (simply due to mismanagment of my economy and I also went 19-1 and 20-1 pop (boar killed one villager), and I lost a Scout to TC twice, but Lithuanians are so powerful (and APM-friendly as you noted) that I hadn't had much trouble to win from there; granted, I'm 800 Elo and at this level anything can happen. My go-to civ were Magyars (their UU and CA are insane), but I will alternate between them and Lithuanians. I may even go as far as to play an Eastern European Cavalry Commando or K.u.K. Kavallerie Korps and put the Slavs into rotation. They are not a cav civ per se, but I believe that their farm eco and the military building bonus should help with Scout rushing.
Was watching the khmer 16 pop scout video thinking "eeeh that's probably way too apm oriented for me" and then you come out with this like "gotchu fam"
Nice video! Kind of curious about how you weigh the pros and cons of Lithuanian 18 pop vs Franks 19? And if it's that important to research double bit axe and horse collar in feudal age? Won't they delay your caslt age by too much since you also made scouts?
Thanks! For scout rushing in particular, getting your eco upgrades is almost a must in every situation. You need the wood in order to build farms which are relatively expensive so it pays itself off quickly. Also, horsecollar is necesary since you'll be building nearly 18 farms in feudal, and also most likely be making some type of knight transition in castle. As for delaying your castle age - not a big deal. Castle Age only matters if you gain some large advantage by doing so and in this case, having a solid eco setup for knights is more important than just hitting castle straight out since if you do that you wont be able to produce knights for very long. Its a bit of a trap to hit castle age too early :)
@@HumzaCrumza Right, going to Castle age too fast without the military to support it definitely sounds like a trap, but sometimes it just doesn't feel that way in my Elo (1200). Often times my opponent just walls up, or even small walls and defends with spears, I just can't seem to get much done. Then a civ like Mayans can arrive in Castle age faster while massaging archers in feudal age because they don't cost food. Why does that happen? Am I doing something wrong?
So with the build you should be able to produce 3 scouts before you have to take a break to and build more farms + eco up at home. If you are needing food more consistently, try pushing 1 deer before going to scout your opponent and this should fix any food issues you have early on
Loved the video.
I personally would love to see to the end of each game in build order videos (at least vs human players)
Keep em coming
I was thinking about creating a separate series entirely for that, something like "a build order in practice" or something. Posting a 25 min long video makes it seem scary/less approachable as a build so I try to keep it just to the build itself. I'll try and see what I can do about it!
@@HumzaCrumza maybe link the whole game vid in description?
@@HumzaCrumza For your future reference, I ended up checking out your build order videos because they were shorter than others, so you're not wrong lol
Very cool build, I'm having much fun with it past few days. Also, I like your style of videos. Liked and subbed.
I found that four guys to the first lumber camp are a bit better for me. Depending on the map layout, I may need to push a deer or two, but the timber economy is so much cleaner and I don't need to stress with wood for houses and barracks when getting close to 18 pop.
I tried 20 pop Scouts (simply due to mismanagment of my economy and I also went 19-1 and 20-1 pop (boar killed one villager), and I lost a Scout to TC twice, but Lithuanians are so powerful (and APM-friendly as you noted) that I hadn't had much trouble to win from there; granted, I'm 800 Elo and at this level anything can happen.
My go-to civ were Magyars (their UU and CA are insane), but I will alternate between them and Lithuanians. I may even go as far as to play an Eastern European Cavalry Commando or K.u.K. Kavallerie Korps and put the Slavs into rotation. They are not a cav civ per se, but I believe that their farm eco and the military building bonus should help with Scout rushing.
hey man once again fantastic content scrush is my fav opening too !
I went from 1700 to 2,2k on TGs with this build order. Thanks man!
Was watching the khmer 16 pop scout video thinking "eeeh that's probably way too apm oriented for me" and then you come out with this like "gotchu fam"
Ty for all your build orders man! I'm still bummed that they nerfed elephant attacks vs buildings. That malay build order was siiiiiiiiick
Ooof, I know... Every elephant nerf is a stake through the heart
Great video. Thanks for sharing.
Nice video! Kind of curious about how you weigh the pros and cons of Lithuanian 18 pop vs Franks 19? And if it's that important to research double bit axe and horse collar in feudal age? Won't they delay your caslt age by too much since you also made scouts?
Thanks! For scout rushing in particular, getting your eco upgrades is almost a must in every situation. You need the wood in order to build farms which are relatively expensive so it pays itself off quickly. Also, horsecollar is necesary since you'll be building nearly 18 farms in feudal, and also most likely be making some type of knight transition in castle.
As for delaying your castle age - not a big deal. Castle Age only matters if you gain some large advantage by doing so and in this case, having a solid eco setup for knights is more important than just hitting castle straight out since if you do that you wont be able to produce knights for very long. Its a bit of a trap to hit castle age too early :)
@@HumzaCrumza Right, going to Castle age too fast without the military to support it definitely sounds like a trap, but sometimes it just doesn't feel that way in my Elo (1200). Often times my opponent just walls up, or even small walls and defends with spears, I just can't seem to get much done. Then a civ like Mayans can arrive in Castle age faster while massaging archers in feudal age because they don't cost food. Why does that happen? Am I doing something wrong?
@HumzaCrumza - Will you also upload some archer build orders in the near future?
What about CA builds - such as with Spanish or Mongols?
I manage to go up with 18 pop and then I struggle to get food for the scouts so basically it is like useless for me to go to feudal
So with the build you should be able to produce 3 scouts before you have to take a break to and build more farms + eco up at home. If you are needing food more consistently, try pushing 1 deer before going to scout your opponent and this should fix any food issues you have early on
@@HumzaCrumza I will try that, thanks
U changed ur ingame name!
Yup, sometimes I play on my alt account to relieve some stress. It’s actually higher ranked than my main account!