Querétaro FF
Mexicanos
There are many builds about "non" standard Mexico that leverage bullsh*t like Revolts, outlaws and other weird units. How about we settle down with some standard gameplay and pretend Mexico is just like a normal Euro civ ?
Game Plan:
Reach the third age quickly to ship 2 falconnets while training a mass of insurgente that will wrap your precious canons for a push around 8'30". If the enemy turtles up, use your powerful age 3 cards to perform a late hacienda boom and gain the economic edge.
Opening:
- Gather all your crates and build a trade post with your general. Then task 4 villagers to wood for a house.
- Priority on food and wood treasure in age 1.
- Ship 2vils+hacienda. Place the hacienda in base and start fattening the cow.
- You should aim to age with 15 villagers at ~3'10". Pick Queretaro as your federal state.
- Ship the cathedral as soon as your 2nd shipment is available. It should happen shortly after placing your hacienda.
Transition to age 2:
- Once you have clicked the age up, scout your enemy with your general. You can expand its focus to coin treasures and small XP treasures.
- Collect 300 coin and enough wood for another house then everyone back to food.
- Build the house now as we will need population capacity soon. Keep herding with a villager or two.
Age 2:
- As soon as you age up, ship 700 coin.
- Collect the XP crates and ship 600 once you have enough XP. By the time you click this shipment the 700 coin will still be on their way to your colony.
- Once you have 1200 food and 1000 coin, age up with Sonora.
Transition to age 3:
- Start training insurgente immediately. You have the population space for one batch and the XP gained by training will make the next shipment arrive in time. Once the first batch is complete, start another but leave your population at 29/30.
- Use your food villagers to eat the cow and any other livestock you captured. Collect the 600c as soon as it arrives.
- When the training of insurgente is complete, your 5th shipment should be available. Send Arteaga's reform. Wait for it to arrive before doing the next step.
- Once Arteaga's reform have arrived, research the "state religion" at the cathedral. If your execution is good, you should be in age 3 around 6'30". Crates of 600 XP and 1000 wood lie next to your economic shipment point.
Age 3:
- Collect the crates and ship 2 falconets as soon as you can.
- Build 8 houses with your wood, then a market then research hunting dogs. Once all the houses are built, research "visit of the seven houses" at the cathedral. Keep training insurgentes as your population space increases.
- At the barracks, research veteran insurgentes (it will be free thanks to your 5th shipment).
- The moment your falconets are here, push with your army.
Branching paths:
- If you want to maintain your tempo and your falconnets are still alive, ship sonora cuatreros. You have a lot of population space to accomodate them.
- If the ennemy turtles up, with falconets and musks, contain and ship sonora valley. It's like royal mint, exotic hardwood, and refrigeration combined.
- If you enemy is going industrial, you can ship 1000 coin to follow. Guerrero unlocks guard eagle warriors and guard jaguar warrios.
- If your push is going well and you feel you can deal a killing blow, ship 1000wood and revolt to rio grande. This is risky as you have burned many shipments already and your insurgente do not have a guard upgrade. If you want to revolt from the start of the game, follow Lion Heart's Rio Grande all-in build order.
Where to execute this build?
You need a TP for this build. Also, the build does not allow you to age-up with Michoacàn or Sinaola, thus is not well suited to water maps. Against Lakota's rifle riders, you might want to ship renegade comanche and raid the villagers as a reverso uno card of some kind. Against a quick fort enjoyer, you can age with Coahuila to age 3, cancel the fast age-up and macro for hacienda. The card empresarios is the equivalent of medicine for other euro civs.
Note:
The deck does not contain military upgrades, only economic upgrades (marked with "X") and unit shipments to allow maximum flexibility. You can replace eco upgrades with military upgrades if you want to focus on a specific army composition.