Combine the possibility of building TPs in age one with the shipment native treaties to create a powerful and very early timing. Unlike the Ancien Régime 12/10, this BO does not require a trade route. The build has 3 main variants :
The deck presented above is for the variant 1 of the build. How to modify the deck for other variants is at the bottom of the guide.
Get your market upgrades very early, then ally with two natives with good synergies to be able to produce a large army quickly in age 2.
14/20 market opening. Priority on coin and wood treasures until the market, hunting dogs, and the house are all completed. Then focus on food.
Check the natives on the map with your scout QUICLY. On some map, the configuration of natives may be inadequate and you will have to switch to another deck to do a conventional semi-ff. You need to know if you have the right natives before you earn your first shipment.
Age up with the quartermaster with variants 1 and 2. Age up with the governor with variant 3. Capture one native TPs with your native scout and another with your explorer as you click the age up.
Set most of your cdbs on wood and keep 3/4 on food for herding. As soon as you have 100f and 100w banked, start building the TP on the native site captured by the scout. As soon as you have 100f and 100w banked again, start building the TP on the other site with the explorer. If you macro correctly, this will ensure that both TPs are up the moment you reach age 2. What you do next depends on the build you are going for :
Considering you will soon hit a cap with your natives, you need to acquire the siege to deal a killing blow. The simplest was to do is age up and ship the 2 falconets. If your opponent beat you to it, you can leap to age 4 and ship blood brothers or the two heavies.
For variant 3 replace the 600w crate with the 600c coin one. For a water map replace the "W" cards with 2 caravels, and 1 frigate shipments.
Dakota, Horn, and Pyrénées are some of the best maps for this build. The natives are good, have good synergies and consistent. Below is a table summarising the maps where doing this build is possible.
| Map name | Fixed or random natives ? | Variants possible to execute | Notes |
|---|---|---|---|
| Bohemia | Random | 1, 2, and 3 | Variants 1 and 2 only with Wittelsbach+Jagellon. Variant 3 only with Wettin+Habsburg. Abandon the build if you see any other combo |
| California | Fixed | 1 and 2 | Klamath are poor skirmishers |
| Carpathians | Random | 1 and 2 | If you spot a Wettin settlement, abandon the build |
| Cascade Range | Fixed | 1 and 2 | Klamath are poor skirmishers |
| Courland | Random | 1 and 2 | Abandon the build if you spot an Oldenburg settlement |
| Dakota | Fixed | 1 and 2 | |
| Dnieper Basin | Random | 1 and 2 | Only possible if you have Jagellon+Phanar/Vasa |
| Horn | Fixed | 1 and 2 | |
| Lake Victoria | Fixed | 1 and 2 | Build is altered as you have starting fishing boats |
| Lithuania | Random | 1 and 2 | Abandon the build if you spot an Oldenburg settlement |
| Mexico | Random | 1 and 2 | Abandon the build if you spot an Apache settlement |
| Niger Delta | Fixed | 3 | The position of the settlements is meh |
| Northwest Territory | Random | 1 and 2 | You need one Nootka settlement to pull the build off |
| Panama | Fixed | 1 and 2 | |
| Pripet Marshes | Random | 1 and 2 | Abandon the build if you spot an Oldenburg settlement |
| Pyrénées | Fixed-ish | 3 | Check that both Habsburg and Bourbon are present |
| Rhine | Random | 3 | Only possible if you have Hanover+Bourbon/Habsburg |
| Rockies | Random | 1 and 2 | You need one Cheyenne settlement to pull the build off |
| Sahel | Random | 3 | Only possible if you have Akan+Yoruba |
| Savanna | Fixed | 3 | |
| Saxony | Random | 3 | Only possible if you have Wettin+Hanover |
| Spain | Fixed | 3 | |
| Vistula Basin | Random | 1 and 2 | Abandon the build if you spot a Wettin settlement |