Early Game Build Order (Mongol)
The Mongol civilization in Age of Empires IV excels at aggressive early-game pressure and rapid expansion, thanks to their unique mobility and resource generation. This build order focuses on leveraging these strengths to gain an early advantage and continuously disrupt your opponent's economy.
Initial Setup (0:00 - 1:30)
- Starting Villagers (6): Immediately assign all 6 starting villagers to gather food from sheep. Ensure your Scout is actively herding sheep towards your Town Center.
- First Villager (Population 7): As soon as your first new villager spawns, send them to build an Ovoo. Place the Ovoo strategically near a stone deposit, ideally one that is easily defensible or close to your Town Center. This is crucial for early stone generation and double production.
- Next Villagers (Population 8-11): Continue producing villagers. Send the next 4 villagers to gather wood. This will provide the necessary resources for early military buildings and houses.
- Scout: Your starting Scout should be constantly exploring the map, locating additional sheep, and, most importantly, scouting your opponent's base to identify their starting resources and villager distribution.
Feudal Age Transition & Early Pressure (1:30 - 4:00)
- Ovoo Production: Once the Ovoo is complete, queue up the production of additional villagers from your Town Center. Use the Ovoo to double produce villagers, aiming for a total of 10-12 villagers on food and 6-8 on wood by the 3:00 minute mark.
- Aging Up (Population 16-18): Once you have approximately 16-18 villagers, and sufficient food (400) and gold (200), begin constructing your first Landmark to advance to the Feudal Age.
- Landmark Choice: For aggressive early pressure, the Deer Stones Landmark is highly recommended. It allows for the production of cavalry units (Spearmen, Horsemen, Lancers) at a faster rate and provides a small attack buff to nearby units. Place it defensively but also with an eye towards your opponent's base for future raids.
- First Military Building (Population 18-20): As you are aging up, use your wood villagers to construct a Barracks or an Archery Range. If you chose Deer Stones, prioritize a Barracks for early Horsemen. If you anticipate heavy infantry from your opponent, an Archery Range for Archers might be more suitable. Aim to have this building up around the 4:00-4:30 mark.
Harassment and Expansion (4:00 - 8:00)
- Continuous Villager Production: Do not stop producing villagers from your Town Center and Ovoo. Aim for a total of 25-30 villagers by the 8:00 minute mark, distributed between food, wood, and a small number on gold if you plan for early upgrades or more advanced units.
- Scout Harassment Tactics:
- Initial Probe: Once your Scout has located your opponent's initial resource gathering (usually sheep or berries), send it to harass their exposed villagers. Focus on isolated villagers or those on distant resource patches.
- Hit and Run: The goal is not necessarily to kill villagers immediately, but to force them off resources and into their Town Center, disrupting their economy. Attack a villager, then retreat if defensive units appear, only to return when the coast is clear.
- Target Gold/Stone: Villagers on gold or stone are often more vulnerable and their disruption can severely impact your opponent's tech progression.
- If Harassment Fails: If your Scout is unable to land kills or is constantly chased away, use it to maintain vision on your opponent's base. Identify their military production buildings and unit compositions to inform your own counter-strategy. It can also be used to collect relics if the opportunity arises.
- Early Military Production: Once in the Feudal Age, immediately start producing Horsemen from your Barracks (if using Deer Stones). Aim for a small raiding party of 2-3 Horsemen to join your Scout in harassing your opponent.
- Expand Resource Collection: As your villager count grows, expand to new sheep herds, deer, or berry bushes. Consider building a second Lumber Camp if your wood income is insufficient for continuous unit production and building.
- Maintain Pressure: The Mongol early game thrives on constant aggression. Keep your opponent reacting to your raids, preventing them from establishing a strong economy or teching up quickly.