Early trade — French AoE4
Deer, sheep, Chamber of Commerce (0:00–4:20)
Hunt the deer with 5 villagers, click Age II at 2:55 with 15 villagers (5 builders on the Chamber of Commerce) and reach 4:20 with 20 villagers.
- 0:00 — 6 villagers on sheep; the Scout circles the base looking for deer.
- 0:05 — The first villager builds a House, then goes back to the sheep.
- 0:22 — Rally on gold, up to 5 miners; the next villager builds the Mining Camp.
- — As soon as the deer are found, 5 sheep villagers go hunt them: Mill first, then Survival Techniques and Wheelbarrow. The Scout pushes the deer near the Mill before going off to explore.
- 1:48 — Rally on sheep (2 more: 9 on food in total).
- 2:24 — Rally on the trees, up to 9 villagers.
- 2:55 — Age up with the Chamber of Commerce: 3 gold miners and 2 sheep villagers build it, then go back to their resource. 2 other sheep villagers go to the trees.
- 3:25 — A tree villager builds a Lumber Camp and Forestry is researched; rally on the main wood.
- 3:45 — A tree villager builds a House.
Knights, Market and Traders (4:20)
Stable at 4:30, Royal Knights from 4:45, then a Market, a Blacksmith and Traders; the Royal Institute prepares Age III.
- 4:20 — Age II: 3 builders go to gold, 2 to the sheep. Research Double Broadax.
- 4:27 — Rally on sheep, up to 14.
- 4:30 — Wood villagers build a Stable.
- 4:45 — Royal Knights nonstop.
- 5:00 — An Outpost on the deer; if enemy cavalry approaches, build it fast with all 5 villagers.
- — Houses as needed, a second Stable, then a Market in a corner of the map (reroute the Traders once it is done). Wood for Palisades and economic upgrades (Specialized Pick, Horticulture); a Blacksmith for Iron Undermesh; finally, produce Traders.
- — Rally on wood and gold. If food runs short for production or for Age III, switch a few Traders to food, without going above 14 villagers on food: otherwise the sheep and deer run out too fast.
- — Advancing to Age III: the Royal Institute is the best choice, since the economy is already booming with Traders; Merchant Guilds - III early brings more than the Guild Hall. Mine stone during the age-up to build a Keep quickly in the middle of the Stables.
Tips
- The Chamber of Commerce forms a Trader for free for each technology researched: a cheap upgrade like Forestry therefore brings a Trader at a low price (Glazedbagel).
- Defending your Traders is the key: classically 2 Stables and 2 Archery Ranges, a Royal Knight and Archer composition, a Blacksmith for the upgrades (Glazedbagel).
- Place the Market on the opposite side from the map market you want to trade with (Glazedbagel); the build is written for a closed map.
- Meant for 1v1 and team games alike: Archer upgrades and Balanced Projectiles are only researched in 1v1, and the Royal Knights come first.
- At the Royal Institute, the author’s order: Merchant Guilds - III, Royal Bloodlines - III, Enlistment Incentives - III, then Cantled Saddles (Royal Institute).
Source: AoE4 Guides