

Move some vils from food to wood or stone depending on which you need.remember to pull your villagers off stone as soon as you have 300 of it (you can check by hovering over the stone mine - you should stop gathering when the stone mine goes below 700/1000 and then get the villagers to drop off their current load)



When you hit 200 w, throw down a Barracks and pump out some spearmen and send them to harass your opponent’s hunts.Next 2 vils to F (a total of 5 vils are now on food).Next vil on W (this is the first vil you created).When the SH is up, send the other Berry vil to the hunt. Send 1 Berry to build a storehouse at the hunt.1 vil makes storehouse on the woodline (ideally in range and behind your TC).There is more than one way to skin this cat (and different civs force you to make adjustments), but here is a decent script from Brutish (which should sync perfectly with Greek): The theory is that the Barracks provides you flexibility in rushing, defending, and harassing while the early TC allows to both boom villagers and defend your resource gathering. You open your game by making a Barracks (“rax”) in Age 1 and set yourself up so when you hit Age 2, you immediately make your 2nd TC. This build order is universally considered the safest and least likely to be countered. Long answer: Choose a build order is based on (1) your civ, (2) your opponent’s civ, (3) the map type, and (4) early scouting. If you decide in advance what general things you are going to do, then you will have more time during the match to worry about other stuff. (Again, scouting saves lives.)Ī build orders is a security blanket. (A build order is essentially a checklist of what units to build and things to do in the opening minutes of a game.) A build order isn’t something you should ever follow unfailingly. I’ve seen a lot of questions lately from new players about build orders.
