Early Economy
Mastering your early economy in Age of Empires IV is paramount to securing victory. This foundational phase, primarily encompassing the Dark Age and early Feudal Age, dictates your ability to produce units, research technologies, and advance through ages efficiently. A strong early economy is characterized by continuous villager production, intelligent resource allocation, and effective scouting. The first 20-30 villagers are crucial for establishing a robust foundation, setting the stage for your entire match.
Core Principles of Early Economic Management
- Constant Villager Production: Your Town Center (TC) should be producing villagers almost non-stop in the early game. Every moment your TC is idle is a significant economic setback. Aim for at least 60-80 villagers by the mid-game. To achieve this efficiently, focus on uninterrupted villager production from the start, targeting roughly 20-25 villagers by the time you reach Age II, and 30-35 by the early Feudal Age (around 8-10 minutes into the game).
- Strategic Resource Allocation: Resources are not equally important at all times. Initially, Food is king, as it fuels villager production and your first Age Up. Wood becomes vital for building houses, resource drop-off sites (Lumber Camps, Mining Camps), and military buildings. Gold and Stone become more critical as you prepare for later ages and advanced units/defenses.
- Efficient Resource Gathering: Minimize villager travel time to drop-off points. Build Lumber Camps and Mining Camps close to resource patches. Ensure you have enough housing to support your growing population.
- Scouting: Early scouting is not just for finding enemies; it's crucial for locating vital resources like deer, sheep, stone, and gold deposits, allowing you to plan your economic expansion effectively.
Optimizing Villager Production and Resource Allocation (Generic Dark Age Build Order to Age II)
The initial moments of a match are critical. Here's a general guideline for your Dark Age villager production and resource allocation, aiming for a smooth transition to Age II. While specific civilization bonuses will alter this, this core strategy provides a solid baseline.
- Starting Villagers (3): Immediately assign your initial three villagers to gather Food from sheep or boar.
- First New Villager: Assign to Food (total 4 on Food).
- Second New Villager: Assign to Food (total 5 on Food).
- Third New Villager: Assign to Wood. Use this villager to build a house, then a Lumber Camp near a dense forest. (total 5 Food, 1 Wood)
- Fourth New Villager: Assign to Food (total 6 on Food).
- Fifth New Villager: Assign to Wood (total 6 Food, 2 Wood).
- Sixth New Villager: Assign to Wood (total 6 Food, 3 Wood).
- Seventh New Villager: Assign to Food (total 7 on Food, 3 Wood).
- Eighth New Villager: Assign to Food (total 8 on Food, 3 Wood).
- Ninth New Villager: Assign to Wood (total 8 Food, 4 Wood).
- Tenth New Villager: Assign to Gold. This villager will build a Mining Camp near a gold deposit. (total 8 Food, 4 Wood, 1 Gold)
- Subsequent Villagers (up to ~18-22 total villagers): Continue producing villagers. Aim for a distribution of approximately 8-10 on Food, 5-7 on Wood, and 2-3 on Gold. This balance ensures continuous villager production, sufficient wood for houses and early buildings, and enough gold for your Age II transition.
- Age Up Initiation: Once you have accumulated 400 Food and 200 Gold, assign 2-3 villagers (typically from Food or Wood, depending on your current needs) to construct your chosen Age II Landmark. Continue producing villagers from your TC during this time.
- Post-Age Up Villager Distribution: As you enter the Feudal Age, adjust your villager distribution based on your strategy. If you plan early military pressure, you might need more Wood for barracks and units. If you're focusing on economic boom, more Food and Wood for farms and additional TCs (if applicable) will be key.
Civilization-Specific Early Game Variations
While the generic build order provides a strong foundation, understanding how civilization bonuses alter this is crucial for maximizing efficiency. Here are a couple of examples:
| Civilization | Key Early Game Bonus/Unit | Impact on Generic Build Order | Early Game Adjustment |
|---|---|---|---|
| English | Starting Scout, cheaper farms near TC, Network of Castles (faster attack speed near TC/Outposts). | Their strong defensive and early offensive capabilities allow for more aggressive early scouting and potentially earlier military production. |
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| French | Starting Scout, faster Villager production in Dark Age, cheaper economic upgrades. | Their faster villager production means they hit economic thresholds quicker, allowing for earlier Age Ups or stronger early resource collection. |
|
Example Early Game Economic Strategy: English Civilization
The English excel at early game aggression and defense, largely due to their strong farming economy and unique Town Center benefits. Here's a common, highly effective early economic strategy, building upon the generic principles:
- Initial Setup:
- 3 Starting Villagers: Immediately send to gather Food from sheep.
- Scout: Continuously search for more sheep and potential enemy locations.
- First New Villager: Assign to Food (sheep).
- Second New Villager: Assign to Food (sheep).
- Third New Villager: Assign to Wood. Use this villager to build a house, then a Lumber Camp near a dense forest.
- Dark Age Focus (up to ~6:00-7:00 game time):
- Villager Distribution: Maintain continuous villager production. Aim for approximately 6-8 villagers on Food (sheep/boar) and 3-4 on Wood. As you approach the Age Up, shift 2-3 villagers to Gold.
- Housing: Ensure you build houses proactively to avoid being population capped.
- Landmark Construction: Once you have 400 Food and 200 Gold, assign 2-3 villagers to build your Age II Landmark. For English, the Council Hall is often preferred for early Longbowmen pressure, or the Abbey of Kings for sustained healing and an early economic boost.
- Feudal Age Transition and Expansion:
- Post-Landmark: Once your Landmark is complete, immediately research any crucial early technologies (e.g., Wheelbarrow from the Mill, or forestry upgrades from the Lumber Camp).
- Economic Expansion: Begin building Farms around your Town Center (English farms are cheaper and gather faster when near a TC). This provides a secure, long-term food source.
- Military Production: If you built the Council Hall, start producing Longbowmen immediately to apply early pressure or defend against rushes.
- Gold Mining: Assign 2-3 villagers to Gold for continued Age Up progression and unit production. Consider adding a second Mining Camp if gold deposits are plentiful and safe.
This English strategy leverages their strong early game farming and unique military units to establish economic dominance and apply pressure, demonstrating how specific civilization bonuses influence early economic decisions.